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Mirean

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Everything posted by Mirean

  1. A question for those who have been running heavily-modded RO KSP either on linux or with x64 hack: How much RAM does KSP approximately take? I was thinking playing with all the recommended mods, 8k textures, RVE and scatterer, but I currently have only 8GB RAM and I would like to know if 16 will be enough or if I should go even higher. Thanks
  2. That didn't work for me :/ At least not when I did this before simulation, did you do this while plane was already on runway? EDIT: Nevermind, it worked after trying for second time...thanks, I can fly planes properly now
  3. Hi, does anyone else experience issue with wheels clipping into runway and causing everything to tumble and explode? I reproduced it on clean save, with both T2 and T3 runways, with multiple wheels. This does not happen on firm ground, only on runway. All my mods (except for CustomBarnKit and ModuleFlightIntegrator) are updated to latest versions via CKAN. My mod list: Thanks
  4. Hello, I don't know if this has already been discussed - I haven't found it, but I have a problem with KAS.. if I connect two planes together via cable, it works all fine until I quicksave and load. After that, the cable is still connected from the view of plane with winch, but not connected from the plane that is being towed - I can't retract it, grab it, nothing. Only fix is to recover the plane. Has anyone encountered this? Steps to reproduce: Create two planes (towing plane + glider style), connect them together and quicksave. Reload and it doesn't work. Thanks
  5. (+++++++++++) (++++) (+++) (+++) (++) [~] | | (~) (~) (~) /~~~~~~~~~~~~ /~~~~~~~~~~~~~~~~~~~~~~~ [~_~_] | * * * /~~~~~~~~~~~| [| %___________________ | |~~~~~~~~ | \[___] ___ ___ ___\ 1.0 | | h y p e | /// [___+/-+-\-/-+-\-/-+ \\_________|=|____________________| //// @-=-@ \___/ \___/ \___/ @-==-@ @-==-@ @-==-@ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ EDIT: ok that didn't work
  6. No...please...have mercy I will be driving home (~3 hour trip) and if KSP gets released on my way there...well...I think speeding ticket will be imminent
  7. TestFlight seems to work, however, when I upgraded to this 1.3.0.3, suddenly, my KCT began to bug out (build times are insane, first sounding rocket 3000 days, basic launcher that took 100 days to build now takes 35000 days), but I suppose that this might be just coincidence and I have messed something else up
  8. I have problem with the 1.3.0.2 experimental build. I had a savefile with 1.2 and almost everything worked, the only thing that didn't was the GUI. I had no idea what was the status of parts on my ship. So I switched to 1.3.0.2 and it should have migrated it - but it didn't. It doesn't work at all. When I launch a new vessel, the GUI just says that no vessel is being tracked. If I do the same in a new save, it works just fine. Is there any way to manually fix it (by resetting TestFlight progress I guess)? I don't mind starting over with the reliability, I'm starting to use new engines anyways so that won't matter to me. My persistent file (the part with TestFlight) looks like this: SCENARIO { name = TestFlightManagerScenario scene = 7, 6, 5 partData { partName = WAC-Corporal partData = flightdata:2070.625,flighttime:0, } partData { partName = AJ10-37 partData = flightdata:8215095, } partData { partName = X-405 partData = flightdata:5472560, } partData { partName = LR-89-NA-3 partData = flightdata:1596672, } partData { partName = RL10A-1 partData = flightdata:3408719, } partData { partName = LR-87-3 partData = flightdata:494416.7, } partData { partName = LR-87-9 partData = flightdata:1639484, } } Thanks
  9. http://i.imgur.com/a7KjRa2.jpg As I said, I'm sure it's mounted correctly. When I type "LOCK STEERING TO Up." into the console it works fine too, only when I run my script, it pitches over. EDIT: I tried it again, and now it doesn't pitch over. That is really, really weird...it is however not perfect, it oscillates a lot around the up vector and it drifts sideways. I think that might be due to the lack of reaction wheels though, now, the only control is gimbal
  10. Yup, you can see it in the picture I attached, I'm sure it's the right way
  11. print "Initiating ascent sequence in 5.". LOCK THROTTLE TO 0. SET now to time:seconds. WAIT UNTIL time:seconds > now + 5. print "Now.". STAGE. LOCK THROTTLE TO ((SHIP:MASS*9.8)/SHIP:MAXTHRUST)*1.4. LOCK STEERING TO HEADING(90, 90). WAIT UNTIL ALT:RADAR > 400. print "Initiating hover sequence.". LOCK THROTTLE TO (SHIP:MASS*9.8)/SHIP:MAXTHRUST/2. WAIT UNTIL VERTICALSPEED < 1 AND ALT:RADAR > 500. LOCK THROTTLE to (SHIP:MASS*9.8)/SHIP:MAXTHRUST-0.01. SET now to time:seconds. WAIT UNTIL time:seconds > now + 10. print "Initiating descent sequence.". LOCK THROTTLE TO (SHIP:MASS*9.8)/SHIP:MAXTHRUST/2. WAIT UNTIL VERTICALSPEED < -20 AND ALT:RADAR < 400. LOCK THROTTLE TO ((SHIP:MASS*9.8)/SHIP:MAXTHRUST)-0.01. WAIT UNTIL ALT:RADAR < 200. LOCK THROTTLE TO ((SHIP:MASS*9.8)/SHIP:MAXTHRUST)*1.5. WAIT UNTIL VERTICALSPEED > -10. LOCK THROTTLE TO ((SHIP:MASS*9.8)/SHIP:MAXTHRUST)-0.01. WAIT UNTIL ALT:RADAR < 30. LOCK THROTTLE TO ((SHIP:MASS*9.8)/SHIP:MAXTHRUST)*1.5. WAIT UNTIL VERTICALSPEED > -2. LOCK THROTTLE TO ((SHIP:MASS*9.8)/SHIP:MAXTHRUST)-0.01. WAIT UNTIL ALT:RADAR < 10. SET THROTTLE TO 0. print "Ship has landed.". As I said, it starts pitching over immediately after launch, so the "more code" part shouldn't be the problem...this is the working version with heading, however, if you replace it with "Up" it will pitch over
  12. Violently... you can see it in the bottom left corner... I "fixed" it by using LOCK STEERING TO HEADING(90, 90). and that works just fine
  13. my code looks like this: print "Initiating ascent sequence in 5.". LOCK THROTTLE TO 0. SET now to time:seconds. WAIT UNTIL time:seconds > now + 5. print "Now.". STAGE. LOCK THROTTLE TO 1. LOCK STEERING TO Up. WAIT UNTIL SHIP:ALTITUDE > 500. // more code here and it still doesn't work.. If I run it like this, it will immediately pitch over and crash. So I enabled SAS, let it go for a while, disabled SAS and of course, it immediately pitched over again. This is screenshot from just a moment after pitching over
  14. Oh god, I am stupid. The editor window was not greyed out, however, main window was. *facepalm* anyways there is one more problem...when I type LOCK STEERING TO Up. , it just tips over and heads right into the ground. Same happens with North + R(90, 0, 0). It worked perfectly fine when I had only this in my script, but now, in more complex script, it doesn't work. I'm sure it's just my stupidity again, but just to be sure, I'm asking here. Thanks EDIT: When I click into the terminal, I write there, but when I click back to the editor, terminal greys out. So not completely fixed for me :/
  15. Yup, it's greyed out and clicking on it doesn't change it. For the moment, I'm editing the script file in gedit but that seems pretty clunky to me
  16. Only mechjeb, but I don't have the mechjeb module currently on that ship.... I literally installed kOS 10 minutes ago, but I'll try reinstalling and report back soon EDIT: Okay, removed the mechjeb too and reinstalled kOS, still same. I should probably add I use linux too
  17. Hello, so I was trying to get started with this mod, but a strange thing appeared - I searched and found nothing - I can normally type into the terminal, but whenever I open a new file, I can't use several keys, for example when I press R, only RCS gets activated and nothing else happens. When I enable and disable all things in the menu on the right hand side like UCP, STAT, RT2, etc, it actually types the letter into the file, but I am still in control of the vessel, so it's basically impossible to write anything. If I need to make space, I stage. If I need to press shift for special characters, my throttle goes up. I know I could go around this by locking stages and disabling engine, but is this really supposed to happen? Thanks (and sorry if this has already been answered, I can't seem to find anything)
  18. Even if I went to sleep right now, I wouldn't fall asleep because I would know there is a chance that 0.24 has been released right now. MUST. KEEP. REFRESHING.
  19. You're goddamn right! Although there are no shops open when I go to work (4 AM) :/ I guess I will have to somehow survive it for the few hours until first shops open
  20. I got like 2 hours of sleep maximum last night, and if there won't be any announcement of bugs (delay), I will most certainly get even less sleep tonight. Have to go to work in 5 hours, but I don't care, Hype train must go on!
  21. The 409.7m/s velocity is your orbital velocity while standing on launchpad, because earth is spinning that fast. And for the second issue - do you have Hack Gravity in debug menu enabled? (alt-f12) If so, disable it
  22. Abalash: I recently installed it again (1 week ago) and it was pretty easy, although time consuming. Just download all the essential mods + mods you like (e.g. docking alignment, precisenode, EVE+Astronomer's pack, distant object, ...), put them in the GameData folder and you're basically done. The only thing left is to delete all the ModuleManagers, except the newest one (it should be 2.1.5 as of now), to move RT2 config file from RPL/Tweaks folder to RT2 folder and in EngineIgnitor folder, extract the 2 archives. I did this and it worked flawlessly
  23. Actually, if you really want a geosynchronous orbit that won't drift away, you want 23 hours 56 minutes 4.1 seconds, any deviation will mean drifting. For example, if you had it at 24 hours, your spacecraft would drift by ~1°/day, so in a month, it would be 30° away. I found that it's easiest to follow real life examples. Build a launcher that can *just* get the satellite to GTO (for this, you need approximately 12km/s) and then let the spacecraft itself circularize (1.5km/s). Also, if you want to change your inclination (e.g. you are launching from Cape Canaveral), add some fuel to that too. The most efficient way to do that is to burn to GTO at ascending/descending node with equatorial plane, and then perform a GEO insertion burn + plane change burn at once. You can calculate the amount by doing a vector difference between the velocity vectors of the 2 orbits (initial + desired). Which is, basically, a basic trigonometric math. I will spare you the calculations, but the result is 1833m/s to circularize and change plane at once (GTO = 250x35786km orbit). If you instead wanted to first circularize and then perform a plane change (you are not burning at AN/DN), it will be much more expensive - 1.5km/s for circularization and 1.5km/s more for inclination change, so 3km/s total.
  24. I have tried both StretchySRBs and Procedural Parts and I prefer StretchySRBs...mainly because I don't like the new tweakables and because in Procedural Parts, tanks have maximum volume, so you have to use like 5 or more tanks stacked on top of each other and this usually messed with mechjeb.
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