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gnivler

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Posts posted by gnivler

  1. Is there an issue tracker being used anywhere?  It looks like Github is out of date despite the mod being updated (and thanks for that @pizzaoverhead!)

    It's a loaded question, and may not be a bug and I haven't thoroughly tested it, but it I'm hearing the sounds persist for a while after throttle cutoff (with zero monopropellant being consumed).

  2. 1 hour ago, symmeclept said:

    Flight computer is still broken. Can't hold a node without flipping out, chasing the marker, and burning all the fuel. This is a clean 1.1.2 install and I made absolutely sure it was running RT1.7.0. 

    Can you please upload a craft file to test against?

  3. 16 hours ago, DavidHunter said:

    Howdy,

    I'm running build #526 (not the release version) on 64-bit KSP v1.1.2 on OS X and I'd just like to report some bugs I've noticed.

    If these are new bugs, let me know and I'll try and replicate them so I can get you logs (sadly I didn't think to keep the logs at the time... derp).

    1. The Flight Computer's EXEC button doesn't do anything, even though a node had been set-up and I had a connection.

    2. Manually entering burn information into the Flight Computer and then pressing BURN seems to work, but when you enter time warp to get to the right time, the burn countdown (in the flight computer) pauses and ceases to count-down. Exiting time warp does not update the count-down. The count-down is permanently stuck on whatever time was there when you entered time warp.

    3. Right-clicking on an antenna shows up Comms status as "Slave", but I couldn't find this in the documentation. Could you please explain what this means?

     

    Thanks in advance. :)
    Dave

     

    My suggestion is try stock + RT to see if they persist.  If you can replicate them, open issues on the tracker https://github.com/RemoteTechnologiesGroup/RemoteTech/issues.

    There are some problems with the FC on Windows at least, where old instances remain visible and functional but essentially fail.  Closing the FC window and opening it again is the only workaround I'm aware of there (see https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/578)

    I'm interested to test the manual burn and warp problem if it holds up.

    Sorry, I'm not sure about the slave status offhand... new to RT.  Is it possibly an indicator of a relay(ed) connection?

  4. 35 minutes ago, Chris97b said:

    Be careful with which side of the target satellite you are coming up on. The target markers show you not only what your separation will be, but also where the target position will be when you get there. There are 2 possible positions that will give you the correct separation value, one ahead and the other behind the target.

     

    Thank you!!!  I was incorrectly assuming that my current orbit would have a suitable intersect with the other 2 but I was too high up.  I could have found it if I did a couple orbit+ clicks but didn't think I needed to.  Once I lowered the orbit I was able to dial in a maneuver that put me behind the trailing satellite and saved me from going to bed grumpy.

  5. Hoping someone can point out my mistakes, I'm at a loss with something very basic... I'm working from the tutorial http://remotetechnologiesgroup.github.io/RemoteTech/tutorials/c16network/ and have built this around Kerbin 3 times.

    Now I'm trying to do it for Mun and have 2 satellites up with good separation and sync (altitude 1700 with separation 2545.58KM) but every attempt I make to set up the 3rd results in it being on top of one of the other 2.  My process is targeting the previous satellite, setting the apoapsis marker at the target altitude and with that separation to target.  I can use either satellite as the target but the other is always waiting at Ap.  I've tried eyeballing 90 degrees but the separation values don't make much sense.  I'm assuming this is a simple mistake but I'm too stupid to figure it out.. so please, any help would be appreciated!

  6. 28 minutes ago, TK421d said:

    im not having trouble with decouplers above myself, but i AM having trouble getting the actual fairings to recognize that its a decoupler ~ cant eject the shells, no staging enabled and cannot right-click in flight :(

    @TK421d  maybe you're using the structural fuselage parts instead of the aerodynamic fairing parts?  The prior don't decouple by design.

  7. On 4/17/2016 at 5:59 PM, FullMetalMachinist said:

    Now, if you're trying to match an inclined orbit right from launch, you can save quite a bit of dV by combining the inclination change with your launch/gravity turn.  What you do is have your ship on the launch pad, go to map view, and focus on Kerbin.  Then rotate the view around so that you're looking at the target orbit edge-on, so that it looks like a line rather than a circle or ellipse.  Then time warp until your ship is right under the target orbit (this will coincide with the AN/DN, but those markers won't be there because you're not in orbit yourself yet).  When you're right under the target orbit, launch and still head East for your gravity turn, but also slightly North or South, depending on which way you need to go to match inclinations. Then you can either circularize in LKO like normal, or just keep burning until your AP is at the target altitude. 

    Thanks for the post, very good info.

    I was doing some quick searching trying to figure out if there was another way to do this... you're fairly sure you have to eyeball it?  I have OK results by lining up the AN/DN on the launch pad, rotating to the desired inclination etc, but it's not as accurate as I'd like.

  8. Thank you for working on this!  

    I noticed that Steam has a pre-release branch (build 1228) as well as the regular branch being 1.1 with build 1230.  I've got the latest PF release on build 1230.  I can't resize the base or attach fairing walls.  Figured you already know this, but just in case not.

     

  9. Just now, Morse said:

    To implement a whole warping engine to just warp to the maneuver? Especially when there is a perfectly normal way of doing it in the stock? Kind of an overkill.

    As for the +/- buttons which everybody wants... Well, I don't like it. It's counterintuitive. The only way you can learn how to use it is by watching the video. I try to design a GUI in such a way that just by looking at it you could easily guess what it does and how to use it.

    Is that what would be required for the warp button?  I have no idea.  That does sound like overkill if so.

    I don't agree that it's with the counter-intuitive or that (most) people couldn't figure it out.  The usage guide for this mod would be succinct so there's that as well.  Alternatively It could be an option.

  10. 3 hours ago, Warezcrawler said:
    • I liked that editing using PreciseNode was only one button using left and right mouse tabs to increasea/decrease. You think you will bringe that back eventually?

    I like this as well

    another idea.. 'warp to next node' as provided by stock, just as a button on the UI

    and the smallest possible correction, in grammar.  On the key bindings window it says "Show less trajectories" but the proper wording is 'fewer'.

  11. 8 hours ago, Chippy the Space Dog said:

    Hi folks!

    Not sure if I have a fault with my precise node module or if it's by design.  I've restarted career mode using different mods, and now my precise node doesn't show apoapsis and periapsis height.  There is nothing between eject inclination and conics mode.  I need to hover my mouse over the ap node on the projected plot to see how high or low I'll end up. Is this because I haven't unlocked some tech? It seems a needless inconvenience if so, as I have the information, but I have to make an adjustment, move mouse to plot, rinse and repeat (much like with regular node manipulation).  I wonder if I've been spoiled by mechjeb for all, but if so, what do I need to unlock/upgrade to get this info back?

    Or do I have a fault?

    Yes that sounds normal; you need to upgrade the tracking station and the mission control building to obtain "flight planning".

  12. I've found a bug or conflict I think, while using 3 mods one of which is KJR. I posted to the bottom of this thread http://forum.kerbalspaceprogram.com/threads/92278-WIP-Part-Radial-Engine-Mounts-by-PanaTee-Parts-International?p=1437925#post1437925

    Basically with an IR Rotatron connected to the back of this radial mount (rocket > Rotatron > radial mount > engine), the rotation is screwed up. When I disable KJR the rotation works. I'm not sure where the root issue may be, but if you need logs or something I can try to provide something.

  13. Sorry, had company this weekend so I wasn't playing... I thought for sure it was my IR after reading your post, and I was on 0.18.4, upgraded to 0.19a but still no dice. It looks like we're doing exactly the same thing but with different results. I have a ton of mods installed right now.

    Just figured it out! Kerbal Joint Reinforcement, I had a hunch and sure enough, works with that one uninstalled.

    Thanks for the compliment on the design, remains to be seen how effective it really is. I landed it on Minmus but had to drop it from above the ground because it was so top heavy it was falling over... Some quantum struts to secure the wheel area to the landing/transfer stage might help with the bendy-wobble landing.

  14. Thanks for the mod.

    Sorry if this is a known issue already, I didn't find anything with a cursory search.

    I tried attaching a IR Robotics Rotatron under the radial mount, it seems to have problems, where the mount but not the engine attached to the mount rotates. The engine stays in the original orientation, visibly detached from the radial mount. The round IR piece under the nice models you've got looks weird/bad too, mentioning in case that has some relevance, not implying you need to make it prettier or anything!

  15. trimPitch = 0.024

    This line is in your save, on an asteroid. I assume you tapped you trim key on accident, which causes the vessel to constantly exert a force, you have to kill your trim with I think shift X. The trimmed vessel is probably the one you undocked. If you leave it trimmed, it will spin slowly on it's own.

    Thank you!! I had a landed mobile base that had trim set for reasons unknown, key mashing maybe. I would have never thought of this (reset trim is alt-X by default on Windows)

    Awesome mod Arsonide, thanks for making it for us all!

  16. Hope this isn't completely off-topic, I've spent a couple of hours trying to figure it out without success.

    It seems like the 'adjust delta-V' button accounts for acceleration in the burn time, but not the increase as fuel is spent, is this correct? For instance the acceleration starts at 26m/s2 but ends up at nearly 40 after a burn. The total delta-V is correct but it seems that the burn time ends up being considerably too early given this increasing acceleration. I'm finding my intercepts are spotty which is the problem I'm trying to solve, if there even is one I'm just doing it wrong.

    Hope that makes some sense, I can clarify if needed.. Thanks, love the mod!

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