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Drew Kerman

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Everything posted by Drew Kerman

  1. another issue or perhaps just need some clarification on some behavior - check this LVD case file. If you compute a Jacobian you'll see values upwards of 8x10^5 but if you go into the Initial State and set the initial UT to 0, when you recompute the Jacobian you'll see the values are now properly scaled to less than 1 While you have this file open, check the Dynamic Pressure output from the GA. This is what it looks like for me: The double hump is back and it not being smooth on the backside is also strange. Would this have to do with the changes you made back here? Looking back on this though, I realized that there was never any mention made of the switch to the linear model in the change log - neither for the pre-releases or in the full log in the OP Also, if you could get this rocket into an orbit using the linear tangent steering model it would be great to see how that would work. However this is simply me asking a favor. I will get around to figuring it out myself eventually. Was hoping to use it for this upcoming mission but losing my PC for a week has me crunched to get this mission aloft and I'm just reverting back to what I know from previous flights.
  2. hey @Arrowstar have a look at this LVD case file - if you delete the Kerbin III stage and close the vehicle config window the script will propagate to the max 15s. It seems to actually be the SUL-V1 x2 tank. If you delete the SUL-V1 x2 -> LV 303 connection and close the config window, it's okay. If you then delete the Restart x6 tank and close, it's okay. If you remove the LV 303 engine and close, it's okay. As soon as you delete the SUL-V1 x2 tank however the script runs off the deep end Rats, instead of deleting the problem tank after removing the engine and other tank I tried to set the mass to 0 and the script ran amok still. Even 0.0001 didn't work
  3. hey @Katten I've discovered the latest version 1.8.5 under KSP 1.10.1 breaks the settings menu. It shows an Advanced Options (1) and Advanced Options (2) and if you click on either it selects both and shows double options and breaks the UI. Tested with stock + both DLC and no other mods except MM
  4. yup 31.5% if you average out all the values. Spiffy. Ever since I built my own rig for the first time in 2006 I've stuck as close as possible with updating my CPU every 4yrs and my GPU every 4yrs but offset but 2yrs, so every two years I do a hardware upgrade, which gives me enough time to slowly save up and so far it's kept me on pace with games and tech in general, never really felt I had a "slow system" at any point
  5. mobo died last week but I was overdue for a 4yr CPU upgrade anyways since my i7 was purchased in 2016. Now rocking an i9 10900K, haven't done any OC yet nor to I plan to anytime soon but decided to flex it and see the results. Was not disappointed: (01:25:41) Executed mission script in 2.144 seconds. (01:25:46) Executed mission script in 1.083 seconds. (01:25:48) Executed mission script in 0.969 seconds. (01:25:50) Executed mission script in 0.934 seconds. (01:25:52) Executed mission script in 0.987 seconds. (01:25:54) Executed mission script in 0.899 seconds. (01:25:56) Executed mission script in 0.893 seconds. Look forward to unleashing 10 cores on the optimizer...
  6. well, you know the old refrain... "152 bugs on the wall, 152 bugs.... take one down, patch it around, 221 bugs on the wall...."
  7. Launch the vessel, exit to space center. Go into your save file with a text editor, search by “VESSEL” (case sensitive) and if you have the option reverse search from end cause it’ll be the last one. Change situation to LANDED and remove the value for “landedAt”. Save. Reload the save in the game. Now when you launch a new vessel the game won’t detect any other vessel on the runway (or launchpad using same technique). After launching the new vessel and returning to space center tho this will revert and both vessels will be removed upon launch of a third vessel, so you have to do it each time. Best to create a separate save you can reload with whatever you want to remain out there and then launch anything new.
  8. He's talking about this feature to work with AGE: http://ksp-kos.github.io/KOS_DOC/addons/AGX.html <- @garwel this is your answer
  9. that's fine, I actually forgot I tend to go back to 1.6.5 anyways to get those nice anti-aliased plot lines. I just hate jaggies
  10. Anyone know what the axis of Kerbin's magnetic poles are set to? Jool's is noted in the cfg file but I can't find Kerbin's noted in the cfgs or wiki. Not sure how to calculate the degree of tilt based on the lat/lng position nor is it clear how the offset property affects this.
  11. Yup, I do this already for plots on my Ops Tracker, it just would have been easier in some cases to do it this way. No biggie just wondering Nice! Thx Well as you said and as I mentioned it not being a big deal, the whole concept of the textured sphere in MA is a bit useless when it comes to conveying orbital plots. If I'm posting something like this: There's just no point to it being textured and actually could make people wonder if I'm inferring something about the bodies textured orientation. It's just unnecessary really. that being said... I have no problem whatsoever manually reverting back to older versions to get the untextured spheres. I just figured I'd ask in case it was something easy to implement you could just throw it in with whatever actually cool stuff you do next If not, then again - no biggie
  12. @Arrowstar is it possible to bring back the 2D Mercator plot option for LVD? Now with the surface texture it becomes more useful! Also here's an LVD and MA file using the same SFS data and MA doesn't seem to rotate Kerbin properly. I know this isn't a big deal for the main MA display but the Mission Animator also does not properly set the rotation Actually can we also get the option to use just shaded spheres in MA?
  13. good luck getting anyone who actually uses this mod to agree with you there, bud
  14. Nice to see work still being done here. It's def a thing I'm considering for future missions with more advanced designs that will benefit from something like this
  15. auuuugghhhhdffdweydfwjqefdwe I'm sorry you even had to think about that LOL I get it tho - I kinda ran with your joke about rewriting the atmo model and made it seem like it was a serious request. It most certainly was not heh heh. You're more than welcome to wait until I (or someone else) actually start using the mod... just never heard back from you regarding this suggestion about possible LVD support in the KWP thread
  16. Not sure where this is coming from - I did not think that is what I was asking for. I was wondering if you'd make an additional dialog for changing temp/press curves but I personally have no problem just editing the .ini myself. It was more of a general user request
  17. @Arrowstar the latest Kerbal Weather Project update has been made to work with FAR so that the pressure and temperature changes are put into effect. Does my suggestion about manual input for weather data in LVD make sense? I feel this should be more upon the user to handle if they want to deal with it
  18. If you need something to look forwards to in 2021, I got 4 things for you! KSA's Q1 flight operations kick off next week but it's really February when things go into high gear with the Mk3 and Mk8, two pivotal missions that will set the stage for how we proceed through the rest of the year. The final launch will determine whether we are ready to send a kerbal into orbit. Exciting times! Save the dates! Each image links to the vessel on the Ops Tracker for more information
  19. there's a problem here, !@MODULE should be just !MODULE. I copied this to use for a similar purpose for another mod and found numerous false positives until I made this change
  20. maaaaaaaaaayyyybeee? actually tho it may just be good enough to provide a new dialog in LVD that lets you set custom weather parameters to override anything it may have imported from the game. That way users can be in charge of gathering their own weather data, as they should using this mod, and inputting likely weather information for launch day based on those observations when planning their mission. actually that may be a cool extension to this mod by the author or someone using the API for a companion mod - after a certain length of making observations the mod can start to provide forecasts, the quality of which improve over time the more measurements are taken on a regular basis with balloons, or done from orbit. Since the simulation has already been determined, creating the forecasts is really just looking ahead in the data and making slight modifications to make them less accurate at the beginning
  21. No, seriously my heart skipped a beat when I saw this thread. This is exactly what I've always expected a weather mod to be - someone actually interested in climatology (likely from an educational perspective as you are as well) running an external simulation that feeds data into the game. Magnifico, amazing to finally see it come to be. I need a moment here... phew... what's not clear tho is if this is just the current state or a permanent conflict. Have you spoken to @dkavolis, the current FAR maintainer at all? Can FAR be modified to accept the values of KWP or does it somehow rely too heavily on the values it uses? I'm also pinging @Arrowstar to make him aware of this, since his Launch Vehicle Designer models atmospheric pressure and temperature that would be affected by this mod I look forward very much to testing this out, and seeing how close or far I've been in my own very very general & basic modeling of Kerbin's weather for my KSA roleplay the past 4 years. Hoping I don't have to make too many obvious retcons my use of weather has become more of a story aspect tho - I create weather events to delay launches I need more time to prepare, for example. I've never felt comfortable causing launch delays solely due to weather I've been forced to "make up" on my own. Having the game tell me conditions are not good for launch will add a nice new aspect to dealing with missions I've been missing for years
  22. It's been a while so I started out in 2016 with i7-4790K (but not OC'd) 16GB RAM R7 250X then in 2018 I bumped up to an RX 460 (cause it was the only decent card I could find at a decent price on short notice when my older card burnt out, stupid bitcoin) early last year I moved up to a 2060 Super and 24GB of RAM (didn't go full 32 cause I can't carry it over to my new mobo this year when I upgrade my CPU) graphics card may seem the best upgrade of course, finally decent frames on scenes with lots of ground scatter but that's never really been an issue since I actually fly with graphics as low as possible to increase sim rate. All photos/video are recreated and taken after the fact so FPS doesn't matter. Really looking forwards more to a new CPU this year and 32GB RAM. TBH tho I didn't really suffer any regular stability issues with 16GB of RAM but I did have to take many extra measures to ensure I was only loading parts I was using to keep memory usage down
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