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ebigunso

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Posts posted by ebigunso

  1. 7 minutes ago, Starwaster said:

    @ebigunso You could take the easy way out like me and launch into a lower orbit in the same plane then hohmanns transfer to the station. 

    That would do, but for crewed transfer vehicles I would still need some kind of precision launch so not to run out of life support.

    Oh well, I guess I have to do this by hand.

    Note how much it takes to go from one orbit plane crossing to the next, then the target's orbital period, get the amount of time for it to get to the desired orbit location from it's current true anomaly for the two windows of launch, then see when a 24h time span would come together with the orbital period multiplied + the initial movement time I got from the step before.

    UGHHHHHHH so many steps!!!!!

    Why hasn't anyone come up with a calculator for this yet :(

  2. @NathanKell

    Thank you. But fully automated launches are not what I'm looking for really. Also I just need to know "roughly" when I should be launching, so I just need to know when my target vehicle comes to a certain angle behind the launch site, when the launch site is below the target orbit. With that "certain angle" varying with target orbit altitude.

    If I punch in the numbers for how long the launch takes, target orbit altitude, current target position, and launch site latitude then I should be able to figure out when I should launch right?

    If there is some sort of calculator that can do this sort of calculation, that would be nice.

    How does real rocket scientists figure out these sort of things anyways?

  3. Is there an easy way to know when I launch for an orbital rendezvous? Apart from time warping all day long in the tracking center and geusstimating.

    It gets so hard when I have to do this in RSS, and from a non equatorial launch site.

    I'd love it if I can calculate the next closest window and just add a KAC alarm.

  4. For some unknown cause, infrequently my procedural part tanks become bugged and un-moveable and un-resizable in the VAB.

    When this bug occurs, I am unable to pick up the procedural part directly by left clicking on the part, and when I do so my KER build helper stops showing numbers for whatever stages are below that part I clicked on. The right click menu for the part shows, but changing values in it does not do anything to the part as it should. All procedural fuel tanks on the bugged craft produces the same effect.

    I can still click and move parts that are not the tanks in question, so if I reattach the entire affected parts by taking a part that is above it, the KER readouts come back. Still when I click again on any procedural tank on the craft again the issue comes back.

    Also saving the said craft and trying to load it causes the game to freeze and never come back from it. I have waited pretty long for it to load up but it didn't so I'm quite sure it's not just taking it's time.

     

    This has happened about 3 times to me now with my RO play through. I can't post up pictures of the issue now because I am unable to load the said craft. I will try to get one when it happens again.

    Here is my output.log: http://www.mediafire.com/download/bb35ofgzzf4b8tf/output_log.txt

    It seems below line 338974 is an endless repeat of "PartChildAttached".

    My situation of this log is, I was building a craft when I encountered the bug, I saved and tried to reload the craft and the game froze. Then I rebooted the game and tried to load the craft again, and the game froze, so I terminated KSP.

  5. Hello!

    This issue I have has been around for quite some time, but I thought why not post it here now so someone can take a look at it again.

    My issue is, that KER shows "0 deltaV" and "0s" for stages that have currently running engines. This is with RealFuels. Solid fuel seems to show fine so I guess there are some problems with engine modules?

    DeltaV readouts and stage remaining time shows 0 only while the engine on that stage is running, and once I shut it down the readout shows the correct numbers again.

    It would help if this could be fixed.

  6. I've noticed when the mod tries to find what fuel to use for station keeping, it doesn't care if an engine for that fuel has no ignitions left, or if the fuel is solid (thus not suitable for the purpose).

    I think there is a need here to limit available station keeping fuel types to liquid fuel (+ ion engine fuel), and also to only show if the engines for that fuel is an OMS with lots of ignitions.

  7. 20 hours ago, h0yer said:

    Unh, now I feel stupid :D

    Never knew of this setting, will give it another try, thanks for pointing out :)

     

    EDIT:

    OMG it works!

    Thanks for the hint :)

    Probably many like you don't notice there is such a setting, so I suggest @Whitecat106 to add a notice to the OP so everyone can enjoy this Mod's full potentials.

    Heck, I didn't notice this either :(

    EDIT: It's the "Orbital Drift Compensation" option in the settings right?

  8. @severedsolo

    This is one of my favorite mods out there. Really nice work :D

    I've been enjoying this pack in the stock Kerbin universe until now, but I'm looking to try out RO next. I heard contract packs outside of RP-0 wouldn't work with RO, but I really want to play with this pack in RO too.

    So if it is at all possible for you to create a version of your pack optimized for RO gameplay too, that would be really awesome.

  9. I haven't used them yet either so no idea.

    I thought it was also not updated anymore since this thread's OP isn't, but I saw in the RP-0 changelog stating they have updated to the latest Soviet Engines pack so... I'm confused.

    I have managed to find a CKAN file soruce? of the pack that has timestamps very recent, but I don't know this is the one RP-0 guys are talking about, so I'm stuck here wondering.

     

    If the pack actually was updated and I just didn't know about it, that would be ok. Sorry to bother you in that case.

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