jackellice
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Everything posted by jackellice
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Trajectories is now part of MechJeb correct? a handler would have to be made to handle it. If Mechjeb exposes those values, it should be possible. Might require a dll though. that is: Very cool. I've been busy with Elite Dangerous. I'll have a look back at this from time to time. Thanks for creating the patch file!
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Mun or Minmus (For orbital fuel refinery)
jackellice replied to Squidiness's topic in KSP1 Discussion
The point you made about counting deltaV spent from the point of refueling as opposed to from LKO is a good one I didn't consider and you're right on that. That said, I noticed you hadn't touched on the second part of my post with was about complexity. From LKO it would still require you to do 6 different orbital maneuvers over 2, with the LMO ship. One of those maneuvers includes adjusting your craft's periapsis along its orbit, whilst returning from the mun, to be at the right ejection angle for your interplanetary injection burn. Now I know we're all about doing orbital maneuvers, that's what we love. But if we want to get to duna (in this scenario) easily we should go for the two maneuver approach with the LKO OPD over the six maneuver one with the LMO OPD. It's much easier to do and unless you have a ginormous show stopping ship, adding a tank that could hold 550m/s isn't too heavy on your ship's systems. It doesn't even need to be filled for the launch if you're worried about complexity of the craft at launch. Towards this: If Kerbin were reality, If we were to go interplanetary, I do not believe that an interplanetary ship would have bothered going to the Mun or Minmus to do it. they would just refuel at LKO and burn once. Yes there would be OPDs in LKO, LMO and LmO But unless there was a interplanetary spacecraft built near Mun or Minmus, I would see the LMO and LmO refueling points strictly for kerbin orbital operations. -
Mun or Minmus (For orbital fuel refinery)
jackellice replied to Squidiness's topic in KSP1 Discussion
You still have to spend twice the deltaV to get your interplanetary craft to Low Mun(860 m/s) and rendezvous(310 m/s) with the OPD there before returning for the Kerbin periapsis burn (310 m/s). By then you've already have spent 1480 m/s to get to the mun and then back for the ejection burn... and another 90m/s (950m/s escape velocity - 860m/s Mun intercept) to escape Kerbin's SOI. This is assuming your LKO's periapsis that you've made matches up with your ejection angle burn point so corrections have to be made along the way. Instead of spending 1570 m/s to escape from Kerbin's SOI, why not just refuel your ship at Kerbin and save yourself 620 m/s? It could go to other things as well as the complexity of having to conduct 6 different orbital maneuvres with just 2 like so: Let the refueling tankers move between the surface of LMO to the LKO OPD. -
Mun or Minmus (For orbital fuel refinery)
jackellice replied to Squidiness's topic in KSP1 Discussion
I never thought of putting the OPD in orbit around the mun. I thought it would have been best to place it in LKO. Because it's a whole lot easier moving to and fro Mun's orbit and LKO for the refueler than it is for a launch vehicle to bring a craft up that needs 1 km/s more to reach the Mun and circularize. Plus, the Oberth effect around Kerbin is a whole lot stronger. -
Alright folks i've cleaned things up, set up a git and updated things to 1.0.1 Just adding things as I find them useful.
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Hi there. Follow the instructions: Installation guide: Download and install RPM (instructions there) Download the MFD Revived Zip Unzip it. Paste in Gamedata folder Overwrite all if asked. Nothing needs to be deleted from this mod. You do not need Hyomoto's MFD. I've updated the links to it.
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Awesome! No worries ^^ I just noticed it and was trying to figure out if I could fix it. In your own time!
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Hey there, I noticed that the definied variables, DELTAV and DELTAVSTAGE don't produce any values. edit: okay issue appears to be in UpdateDeltaVStats() the error i get is System.invalidCastException: Cannot cast from source type to destination type.
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[1.1] NavUtilities, ft. HSI & Instrument Landing System
jackellice replied to kujuman's topic in KSP1 Mod Releases
Done. We'll see if they replies. btw, which cockpit is that? -
[1.2] Engine Ignitor continued. (23 oct 2016)
jackellice replied to DennyTX's topic in KSP1 Mod Releases
Hey there, I revived Hyomoto's MFD. I've linked to your mod here: Would you consider writing a patch to it and including it in the next release? -
Hey there, I revived Hyomoto's MFD. I've linked to your mod here: Would you consider writing a patch to it and including it in the next release?
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[1.1] NavUtilities, ft. HSI & Instrument Landing System
jackellice replied to kujuman's topic in KSP1 Mod Releases
oh that reminds me, delete all patches from the plugins that mesh with rpm. they's the ones that add new pages. not needed. As for the names, it's like that for me too. -
The patch would have to be rewritten to fit the locations for the menus but yes it looks like it will as button G is one of the primary buttons on the top. I'm not very skilled at module manager patching but I believe this patch should work. @PROP[RasterPropMonitorBasicMFD]:NEEDS[notes|notesRPM] { @MODULE[RasterPropMonitor] { @PAGE[home] { @text = notes/notes_home40x20.txt } //adds a button to the plugins page next to HSIL @PAGE[menuPlugin] { @CONTEXTREDIRECT { redirect = btn7, notesRPMPage } } PAGE { name = notesRPMPage PAGEHANDLER { //Class name is kOS Monitor name = notesRPM //Processors are named sanely method = ContentProcessor buttonClickMethod = ButtonProcessor //This will set the size of the kOSProcessor TermWindow object consoleWidth = 40 consoleHeight = 20 //Button definitions are settable noteButton = 0 downButton = 1 infoButton = 2 //Text tint is also modifiable textTint = <color=#009900ff> textTintUnpowered = <color=#ffffff3e> } //ensures it follows the button pattern of the menu disableSwitchingTo = btn1, btn2, btn3, btn4,btn5,btn6,btn7,btn8,btn9,btn10,btn11,btn12,up,down,enter,escape,home CONTEXTREDIRECT { redirect = home, menuDefault } } } } I should also let folks know that you should always delete or modify the rpm patch in each mod that tries to add a new page to the display for this.
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[1.1] NavUtilities, ft. HSI & Instrument Landing System
jackellice replied to kujuman's topic in KSP1 Mod Releases
Does RPM work on it's own without doing this? -
[1.1] NavUtilities, ft. HSI & Instrument Landing System
jackellice replied to kujuman's topic in KSP1 Mod Releases
What do you mean? I have it running right now. Showcased it here: -
[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
jackellice replied to Hyomoto's topic in KSP1 Mod Releases
I have more or less finished sorting out and fixing Hyomoto's MFD. It's a kitbash and it certainly has room to grow in terms of putting different things on a few of the free buttons. It is located in a new and updated thread, here. -
This is a mod that revives and kitbashes Hyomoto's excellent though held together by die hard fans and duct tape MFD mod. MFD Revived is a rework of RPM to make it more usable. It has organised functions in the three main things you do. Launch, Orbital manoeuvres, Rendezvous, Landing. Images: Reason I'm doing this: It was such shame that Hyomoto's MFD was left more or less on the wayside and forgotten by most, making it difficult for new folks to enjoy it. Mods like this shouldn't be forgotten. It's my dream to package all of these mods together in one zip instead of having you download multiple files. but alas this is how it has to be unless I get permission to make a package. I hope my effort here will at least make it a little easier. My long term goal is to improve the UI and create more functional menus that make use of all of untapped functions in RPM's API. Recommended Mods: Vessel View (see a 3D wireframe of your vessel from in the cockpit and activate parts without needing to bind them to an action group) MechJeb (SAS controls) Navyfish's Docking Port Alignment Indicator (Docking) Kujuman's NavUtilities (aircraft runway landing guide) Engine Igniter (I haven't tried this but I've heard it still works) ScanSat (View scanSat data) AN IMPORTANT NOTE: If the mod comes with a module manager patch that patches RasterPropMonitor, delete it. They were made for Stock RPM's layout, not for MFD. Installation guide: Download file: Github Notes: This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License and a GNU General Public License Version 3, 29 June 2007
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Hi there, just checking if this has been updated to 1.2.2 or if it works out of the box. (I have the props and avionics pack sorted to 1.2.2)
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[1.1] NavUtilities, ft. HSI & Instrument Landing System
jackellice replied to kujuman's topic in KSP1 Mod Releases
Looking at the mod itself, it seems rather easy to add runways. There's a CFG file with all the runways called defaultRunways. They look like this: { ident = Island 27 shortID = IS27 hdg = 269.2451 identOfOpposite = Island 09 body = Kerbin altMSL = 134 gsLatitude = -1.516002 gsLongitude = 288.1434 locLatitude = -1.517254 locLongitude = 288.0485 outerMarkerDist = 10000 middleMarkerDist = 2000 innerMarkerDist = -1000 } Try adding a new config file that contains a Runway structure following the same format as shown. Or if that doesn't work, just write it into the defaultRunways.cfg and see if it comes up. -
[1.1] NavUtilities, ft. HSI & Instrument Landing System
jackellice replied to kujuman's topic in KSP1 Mod Releases
Hey there I've been kitbashing Hyomoto's MFD and have successfully made it work. I'm hoping to create a release of it and I was thinking of combining it with your mod in one complete working package of all the things that we love about seeing these mods work together. I was wondering if I could package the HSIL RPM patch or the mod as well together and distribute with credits? -
Ah then no worries then. I can live with a dead LCD screen but just to clarify, it's not the name of that particular prop I needed but the type of prop that is. Edit: I think I've found it. It appears to be the numeric display. I've so been enjoying the capsule with the IVA you made btw. ^^ Can't wait to see the next version.