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Everything posted by Kobymaru
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Hey guys, is there a way to program the execution of multiple maneuver nodes? Currently, I can only schedule execution of the next node when clicking on the "EXEC" button
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[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
So you are telling me you don't have the bug? Because I am still seeing the issue. Could you help me out a bit, please? - Download this save file: https://www.dropbox.com/s/h37hkayszuc12pi/persistent.sfs - Make a folder in <KSP-install>/saves/ and copy the persistent.sfs there - Start KSP and open said save file - Go to tracking station, switch to the only vessel (It's in LKO) - Go to Map view - Enable Trajectory display (To make sure: right click to get to the settings, then you have the "Display Trajectory" checkbox) - Enable the Navball and push Z for full throttle. This will put your ships trajectory in the atmosphere. - [sometimes everything works. In that case, press escape to go back to the KSC, then go back to the vessel and try again] - What happens now? On my end, everything now just locks up. -
[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
Thanks a lot for the detailed description! I will play a bit with the Mechjeb FAR extensions tomorrow. Did you try to compute trajectories after launch and going up, or did you go from orbital to suborbital? If it was the former, could you try the latter case too, please? -
[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
Interesting. What is "this" and what version has "this"? Interesting. What's "almost" locking up? What were the old versions? Which version would that be? Is that 1.0.0 from CKAN/Kerbalstuff or 1.1.0 from my GitHub page? Are you saying that if the FAR MechJeb extensions are installed, Trajectories work and are displayed correctly? Also, what's "don't jibe with"? Sorry, I'm not a native english speaker. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kobymaru replied to ferram4's topic in KSP1 Mod Releases
Please compare the following two crafts: https://www.dropbox.com/s/gxx9pq7ufo274q3/Flaps-Right.craft https://www.dropbox.com/s/i9e1omjpu7awm9d/Flaps-Wrong.craft They are visually identical and both have a Vertical tail. The first one flies just fine. It has its Flaps attached on the top surface of the wing. The second one yaws slightly to the left and rolls strongly to the right once airborne. It has its flaps attached at the rear edge of the wings.- 14,073 replies
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[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
Just with FAR. -
[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
Just a quick update: With clearing out my Dev Install of KSP as suggested and with that nifty little snippet of mic_e, I was able to spam the log with billions of debug statements. Having done this, I at least figured out the general location of the problem: In Trajectories.Trajectory.AddPatch(), file Trajectory.cs:475 there is a while loop that ominously starts with while (true) This little fella is in fact an infinite loop under conditions where the trajectory meets the atmosphere. Because of that, all of the game locks up and you are left with about 0.05 FPS. It took me long enough to get there and it's 0:30 over here in Europe, so I didn't dig much further. In case anyone who reads this has an epiphany, please speak up fast. If not, well, I guess I'll get digging again tomorrow. tl;dr for the Users: There's a bug when FAR is used and we found it, now we have to fix it. Please Stand By. ps.: I never thought I'd make testimonials for Microsoft, but the MSVC# 2013 Prof does turn out to be pretty darn useful: http://i.imgur.com/hOid5HB.png pps.: Sorry for spamming the Release thread, but I'm too tired to make a proper Development thread and I want to get it right. -
[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
https://github.com/fat-lobyte/KSPTrajectories/releases/download/v1.1.0.0-pre3/Trajectories-1.1.0.0-pre.zip Moderator edit: Source: https://github.com/fat-lobyte/KSPTrajectories License: MIT -
[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
Thanks for the hint. In my Dev-install, I only have blitzy's toolbar, FAR and the plugin. What are "some/most SQUAD assets"? What can I delete so the game still works? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kobymaru replied to ferram4's topic in KSP1 Mod Releases
Just in case anyone cares: I traced back the issue, and it had nothing to do with a tail fin. The problem was the way the control surfaces were attached to the wing. - The wrong way: Attach them with no-angle snap to the rear edge of the wing and rotate them to fit - The right way: Attach them with angle snap to the surface (top) of the wing, then move them towards the edge (but keep the attachment point on the top surface)- 14,073 replies
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[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
I love you, guys. I copied your code verbatim. Can we keep up this little collaboration of ours? That would be really awesome. I did just that, in 8fc32aa. Thanks for the hint. Also, Ok, I must have mistaken something. Sorry for the confusion Certainly! I just hope I can fix that. Complete game freeze is hard to debug :S I uploaded the new version. It should work fine for Stock now, I hope. Be sure to report all problems. https://github.com/fat-lobyte/KSPTrajectories/releases/download/v1.1.0.0-pre3/Trajectories-1.1.0.0-pre.zip I'm afraid not All hail the disassembler. Don't tell squ4d! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kobymaru replied to ferram4's topic in KSP1 Mod Releases
It's so simple that there just isn't anything I could have done wrong. However, when I try to take off, First, it yaws slightly to the left. When it gains speed it starts to roll violently to the right, as if the right wing doesn't produce any lift. What the hell is going on? Ok, so if I remove the flaps, it starts working again. Apparently, if you attach the flaps in "symmetric mode", one will be upside down. The question now is, how to attach them properly?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kobymaru replied to ferram4's topic in KSP1 Mod Releases
I removed it, because I thought it might be the reason for this behaviour. Same thing happens when I use any of the winglets though. Or what am I supposed to use as a stabilizer?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kobymaru replied to ferram4's topic in KSP1 Mod Releases
Could somebody help me out here? I was trying to build a simple plane. It's so simple that there just isn't anything I could have done wrong. However, when I try to take off, First, it yaws slightly to the left. When it gains speed it starts to roll violently to the right, as if the right wing doesn't produce any lift. What the hell is going on?- 14,073 replies
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[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
Finally something I can fix Thanks for the note, I updated the MM version in the latest build. Do not use with FAR, it will freeze up your game though. -
[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
Okay, now what the heck? if (partialComputation_ == null) UnityEngine.Debug.LogError("Trajectories: partialComputation_ is null but shouldnt be"); else UnityEngine.Debug.LogWarning("Trajectories: partialComputation_ is not null"); bool finished = !partialComputation_.MoveNext(); produces Trajectories: partialComputation_ is not null (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Trajectories: partialComputation_ is not null (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at Trajectories.Trajectory+<computeTrajectoryIncrement>d__7.MoveNext () [0x00000] in <filename unknown>:0 at Trajectories.Trajectory.ComputeTrajectory (.Vessel vessel, Trajectories.DescentProfile profile, Boolean incremental) [0x00000] in <filename unknown>:0 (Filename: Line: -1) How is that even possible? What is going on? NRE if its not even Null? SEND HELP I would give my firstborn to the Devil for a working debugger Where exactly did you put the return statement? Can't reproduce the second one (or It's so spammed with the first one that even Ctrl-F can't find it in the log ) A log would actually be nice. That might be a good idea. What do you by mean "a problem that goes away on its own"? Since I am not familiar with the code, you will probably have better ideas than me. Your help is very appreciated, by the way! -
Hi guys! So I tried to Debug .90 with your tools, but I can't seem to get KSP with the Mono debugger running. Without the debugger, KSP starts regularly (even with your mono.dll). When specifiying the environment variable MONO_DEBUGGER_AGENT, KSP crashes silently before even showing a window, with the only information available being an entry in the Windows Event Logging, albeit not very helpful: [URL="http://forum.kerbalspaceprogram.com/"]-[/URL] <Event xmlns="[B]http://schemas.microsoft.com/win/2004/08/events/event">[/B] [B] [URL="http://forum.kerbalspaceprogram.com/"]-[/URL] <System> <Provider Name="[B]Application Error[/B]" /> <EventID Qualifiers="[B]0[/B]">1000</EventID> <Level>2</Level> <Task>100</Task> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="[B]2014-12-20T18:01:06.000000000Z[/B]" /> <EventRecordID>20975</EventRecordID> <Channel>Application</Channel> <Computer>desktop-win81</Computer> <Security /> </System> [URL="http://forum.kerbalspaceprogram.com/"]-[/URL] <EventData> <Data>KSP.exe</Data> <Data>4.5.5.37569</Data> <Data>5434f29e</Data> <Data>mono.dll</Data> <Data>0.0.0.0</Data> <Data>53f72538</Data> <Data>c0000417</Data> <Data>0011988e</Data> <Data>f24</Data> <Data>01d01c7eec7766f9</Data> <Data>D:\dev\KSP-0.90\KSP.exe</Data> <Data>D:\dev\KSP-0.90\KSP_Data\Mono\mono.dll</Data> <Data>2ac15449-8872-11e4-9cf0-6466b30a349d</Data> <Data /> <Data /> </EventData> </Event> [/B] The Exception code 0xc0000417 seems to mean "unknown software exception". What the heck?
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[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
Thanks guys. Don't expect to much though, I don't have any Aerodynamics knowledge And now for some tech talk... Do we have an Add-On development Thread for this? About FAR: So I fixed the obvious method loading error in b1e5a9 . Now it "kinda" works. That means that as long as you're suborbital, you get a nice trajectory. But: - If the trajectories are enabled, I get tons of "FAR Error: Aerodynamic force = NaN ". What's up with that? - When you are Orbital and either actually go Suborbital or make a Maneuver node that does that and having Trajectories active, the game freezes up without any errors in the logs. Not cool. Any Idea how to debug this? -
[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
That's not-so-great news. Your mod was a nice alternative to MechJebs landing predictions. Anyway, I'm a programmer myself, and I have interest in getting involved with KSP mods. I am a complete Unity/C#/Modding noob however. I wanted to start out easy and contribute to existing mods, but your mod might be a good a starting point as any. If you could stick around a while and give me some pointers, I could try getting it to work for .90. Interested? Edit: Ok, so I - forked your Repo - disabled AutomatedTesting and TestAutomation - Bumped the version number - Recompiled and uploaded to here: https://github.com/fat-lobyte/KSPTrajectories/releases/download/v1.1.0.0-pre3/Trajectories-1.1.0.0-pre.zip - Tested it. All seems to work. No crashes, no errors in the log file, all GUI is available and since I figured out that you should check "Body-Fixed mode", it's even super-accurate (landed at the KSC after making a deorbit burn at phase angle ~330°) I don't know how this AVC / CKAN busyness all works, but since it's working nicely, I'd recommend that you upload it so people can make use of it. Edit 2: Does not work with Ferram Aerospace yet. Moderator edit: Source: https://github.com/fat-lobyte/KSPTrajectories License: MIT -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kobymaru replied to ferram4's topic in KSP1 Mod Releases
Hi guys, sorry to post obvious Noob questions, but I'm having a hard time finding a "manual" for FAR. Most of the ingame controls and values are document nicely with help buttons, but the tweakables in the editor kinda leave me hanging - I guess Pitch/Yaw/Roll % are the authorities in that dimension expressed as a maximum. - What the hell is AoA % ??? - Ctrl Dflct is probably "Control Deflection", probably in ° . But what does it do? - Spoiler is pretty clear - Flap is also clear, but how do I activate that ingame? Is there a hotkey or do I need action groups? That'd be a problem, because I don't have unlocked them yet. 1.4 M Funds is a lot of money. - Flp/splr Dflct is the deflection of the flap/spoiler in ° I guess. How does it relate to the various flap settings? Is setting 4 20°? Or is it 80°? Ok, I guess I just answered my own question. Also, why is 25° the maximum? - Mass/Strength: I can adjust the wing strength?? Wicked. That's some level of control right there. I just hope the default is fine for most, because I have no idea whats best for my plane. You are welcome to RTFM me, but I just haven't found a manual, that's why I'm asking. Cheers. ps.: How do I add those bloody spoilers so people don't have to see the picture if they don't want to?- 14,073 replies
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Finding them is part of the game. If you want to know them beforehand, it's kind of cheaty, but you have two possibilities: - http://www.kerbalmaps.com/ - Alt-F12 and then look for "Display Biomes". You only get the surface EVA reports s when your feet are on the ground. You can take reports from the ladder, but they will show up as "flying above ..." on Kerbin.
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That's a very common, and very annoying bug unfortunately. Squad should have fixed this long ago. I use Mechjeb as a workaround: Create a maneuver node with the Maneuver Node planner, then use the Maneuver Node editor to set all vectors to 0. Then you can use it like a normal maneuver node, but in those situations I would not recommend dragging it around (because then the circle will turn red and you will delete it as soon as you release the mouse button)
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TBH, I think those satellite placing contracts are really easy, because the deviations can be "huge". Maybe not in %, but in absolute values they can be off by dozens of kilometers. It's a bit harder without SAS, but I placed satelites much, much more precise than that in .25. To OP: I had the same contract. It's the one that intersects the Mun Orbit, right? Yeah, that is a retrograde orbit. Check Ascending/Descending node markers to confirm. No. There are Ascending/Descending node markers on the target orbit. Just wait until you fly up to those, then change the inclination to match the plane.
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The thing is: I don't think SQUAD themselves ever said "there's a mod for that". What they did say, however, was "that would not be fun". That included Ressource Mining (they partially changed their mind I think), deadly reentry and even the KER readouts (because the dV numbers basically spoil the early game). Note that I disagree with most of that, but that's what they said. Other stuff, like Atmosphere always has been on the list. The inclusion of Fine Print and Spaceplane Plus shows that they are in principle willing and able to include high quality mods. This is a great hope for me! I think with their ressources, they cant do everything themselves, but including proven concepts from mods seems like an amazing shortcut to a good game. My biggest hope by far is FAR, though.