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Snoman314

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Everything posted by Snoman314

  1. Yay! Thanks Arrowstar. Thanks both for the upcoming patch, and for putting my mind to rest that it's a bug and not me going insane or doing it wrong.
  2. I'm having a lot of trouble using the Mission Architect to get a satellite at a set distance from another reference spacecraft. I notice in the optimiser that the Distance to Ref. S/C constraint is locked to having Kerbol as the Central Body. I'm trying to plan an orbital insertion around Kerbin. Is it possible the Central Body thing is messing it up? The optimiser just keeps maxing out the velocity of the maneuvers until I'm waaay out into Kerbol's SOI. Edit2: More info. I'm aiming for two satellites in the same 1400km SMA orbit, but 120 degrees apart. (They're comms sats for Remotetech). When I add in a constraint for the satellite to end up between 2324km and 2524km from the other one that's already up (with the Central body locked to the Sun/Kerbol), I straight away get a constraint violation of 1.36x10^7. This seems too high to me, to be just due to being out of phase. Edit: Here's a copy of my mission file. Lots of mods, but vanilla solar system, so I think that you should be able to test with this?: https://drive.google.com/file/d/0BxfgbiRB-sRrLWpYV1FoMHU0ZnM/view?usp=sharing I tried the same thing a different way: https://drive.google.com/file/d/0BxfgbiRB-sRrRlJXQWM0RklXZmc/view?usp=sharing Edit3: I should add: I'm using v1.5.5
  3. That's great news! As much as I use KSPTOT, I always feel like I'm only just scratching the surface of it.
  4. Very interested to see responses to this. Currently getting back into KSP since pre-0.9 days.
  5. Ah OK. I use that workshop from one of the compatibility mods that includes a small smelter and scrap storage.
  6. I think above reply was a bit misleading. What's been removed is the ability to turn off progessive build. There is no instant build option anymore. Taniwha has deleted that code apparently.
  7. Oh OK, yeah you're right. If I get a smaller true anomaly that is after the departure from Kerbin, it works fine. If I try to set a true anomaly that would be beyond a certain distance from the sun, then it craps out. So looks like it's just user error after all.
  8. Hmm, in hindsight it might be having trouble finding apoapsis of the sun because I've actually set up an escape trajectory, that said I also get the same problem when I try to coast to say, 120 degrees true anomaly.
  9. Looks like I managed to come up with another crazy mission profile that broke the mission architect's SOI transition code: Here's the mission file: https://drive.google.com/file/d/0BxfgbiRB-sRrTzhwTy1zbEhacG8/view?usp=sharing Basically It won't plot the orbit any further than the transition out of Kerbin's SOI. I'm trying to set up a burn to Eeloo at approx 5km/s. It was working at around 2km/s. I'm using the v1.2.2 files from the other day.
  10. Yeah mine just started working after a while. I don't remember even rebooting. I think I just watched some TV and then tried again. Worked ever since.
  11. Cool, thanks. I have been, and it's made everything go much smoother. I guess in hindsight that every time I tried to optimise a mission that had SOI changes in (relatively) rapid succession, the optimiser would have been crapping out. I've been messing with this sort of mission profile for a while and hadn't been able to figure out why it just wouldn't work. I'm glad I finally posted about it!
  12. Woohoo! It works! (Sorry, but I wasn't able to try it until now.) Anything I should be wary of with that pre-release version, or should I go ahead and start using it?
  13. OK, I've tried replacing the second coast to Next SOI Transition node with a 5 day 'Go to Delta Time' coast. According to the game, by that point I'd probably be back on my second escape trajectory. Not so according to KSP TOT: I'm going to try a stock KSP later today. Will take a while to set up.
  14. Where are you looking? Github and the mod's forum thread both show the latest release being on the 15th of January.
  15. I have KJR and get the same problem. Not about to get rid of KJR, so instead I've just been going to the space centre and then reloading the vessel. When I come back the two ships are detached. Can be dangerous if they've drifted into each other.
  16. Nope. No RSS, and I uninstalled the visual enhancement mods a while back. - - - Updated - - - I can try with a stock install tomorrow, but the theory about it being too close to the previous transition does fit with what I was seeing. For example I can get it to work if the transition back to Kerbin's SOI is a week or so later, but when I get the maneuver right to minimise time outside the SOI, it doesn't work. I'll try setting a coast of a few hours manually and see what happens tomorrow. Thanks!
  17. No sorry. It runs every time now. I didn't change anything either... On a separate note, I'm hoping to get some help with something else. I'm having an issue with KSP and KSPTOT giving different outcomes. In the following google drive folder is my mission file, screenshots etc; https://drive.google.com/folderview?id=0BxfgbiRB-sRrWG00VGZlSHdMQk0&usp=sharing My KSP is pretty heavily modded, so I don't know if the persistence file will do you any good. But here are the screenshots: As you can see, the Mission Architect says that after the last burn, the vessel never returns to the Kerbin SOI. KSP itself disagrees. ...? Why? I'm trying to fly a mission to Minmus, via the Sun's SOI in order to get a little more science and most of all, to get some extra XP to level up my Kerbonauts. I used the 'Show SOI radii' and 'Show children' etc buttons to guesstimate the appropriate ejection angle from Kerbin so that shortly after leaving the SOI, a burn back along my path (relative to Kerbin) sends me back within Kerbin's SOI in the vicinity of an encounter with Minmus. From the screenshot at the top right, you can see I pulled that off (the maneuver is timed for 600 seconds after leaving Kerbin's SOI). (BTW I did this by setting a circularise node (relative to the sun), then converting back to an orbital vector node, and doubling the values that came across). My plan from here was to optimise just the last burn to generate an encounter with Minmus, as I think it's relatively close. However as I outlined above, KSPTOT isn't showing me as entering the SOI of Kerbin. So... what now? Any ideas?
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