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Everything posted by icedown
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[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
icedown replied to Andem's topic in KSP1 Mod Development
What do you mean by looking weird and can you provide a screen shot? I haven't tried DOE with it yet so I'm not sure what effects it has but I do run it with scatterer and haven't noticed anything odd. I've done some testing with DOE and found that things look odd with DOE flares enabled. Screenshots from inside the plugin look fine though. I recommend disabling the DOE flares prior to using the GUI for now. I'm going to look into it further though.- 71 replies
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[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
icedown replied to Andem's topic in KSP1 Mod Development
if you've downloaded the current version of this, it shouldn't be showing any warnings. The dll I posted is also compiled against 1.1.2- 71 replies
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[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
icedown replied to Andem's topic in KSP1 Mod Development
Found the issue with the science UI. Created a pull request to fix it. The gui styles were defined but never assigned. Here is my dll. Test and verify at your own risk Updated CactEye2.dll- 71 replies
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KSP 1.1 Tracking Station *Locks Up*
icedown replied to Voodoo8648's topic in KSP1 Technical Support (PC, modded installs)
CKAN does not have the latest dev build of RemoteTech which fixes this issue. You have to download and install it manually from github https://github.com/RemoteTechnologiesGroup/RemoteTech/releases -
What is the best way to give a whole ship a little nudge, similar to a decoupler? I want to use a little "magic" to give the vessel a nudge and not start it flipping. I've found RigidBody.AddForce and Vessel.ChangeWorldVelocity but I'm not sure which one I should use or if there is a better way.
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I'm not sure this is the same problem as issue #1942. I have installed the latest pull and it still happens. I'm still working on further isolating the issue but I'm at work now so it's going much slower. Here is what I have so far. I have not used more than 1 kOS part on a ship. I attempted to duplicate my issue using stock parts + kOS but was not able to. I then added in RemoteTech and was able to duplicate it. Mods installed: KAC Kerbal Engineer RemoteTech Dev build 522 kOS built from current fork with no modifications Duplication info: Ship: Stock parts, unmanned, single and multiple probe cores tested 1 kOS controller onboard, I built mine into the second of 3 stages Antenna is on stage 3, antenna on 2nd stage did not help but I did not have probe core on second stage either. Process Launched ship and climbed to ~50km for testing purposes Shutdown main engine on second stage to prevent a runaway stage Staged manually After staging off the section with the kOS part, it continues to control the first stage of the until the program is killed or it falls out of draw range. The script I'm running is a self written launch script that limits acceleration to 18m/s/s and flies a 65% launch curve. It gives the kOS autopilot pitch, heading, and throttle commands via LOCKs. I have not tested this with any manned craft since introduction of RT. Output log: https://dl.dropboxusercontent.com/u/79622787/output_log.txt I'll try to look into it further myself when I'm off work tomorrow night but it will be my first close look at the code.
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I'll pull it in and test it out. It's definitely not a normal thing to do but I had a couple early in my new career that I did at the top of the atmosphere and the poor probe ended up really dizzy before I figured out what was going on. I've done it a couple times so reproducing it won't be a problem.
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Incorrect velocity vector shown on map.
icedown replied to Tricky14's topic in KSP1 Technical Support (PC, modded installs)
The base orbital velocity is the rotation of the planet based on where you are, for a ksc launch it is 175m/s on a heading of 90. -
I don't know if this is a new bug, but I've noticed that if you stage off the kOS controller while a program is still running, the controls on the ship remain locked. I run my programs from a putty telnet session and even though I staged off the controller, it still attempts to control the active vessel using data from the staged off part that it is still attached to. I can't control the ship again until I either kill the program or it goes out of draw range.
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Incorrect velocity vector shown on map.
icedown replied to Tricky14's topic in KSP1 Technical Support (PC, modded installs)
That is not a surface based line, it's an orbital one. That's why there is a difference in it and the direction you are actually going across the surface. It doesn't take the rotation of the planet into account. -
Decided to baja my way up the the poles in my 40t Minmus Science Rover today. Also found out my comm sat network has been online for over a year and a half and I still haven't had to adjust their orbits since I put them up. That's definitely a record for me. I usually have to adjust mine at least once every month or two.
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Of course, now it's posted after I go and download VS and build it myself. Well, at least it was a reason to finally get the build environment setup on my system. Thank you for posting it.
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My normal rockets start with a vacuum TWR of ~2.0. I use MJ to limit acceleration through the entire launch to 18m/s2. My launch profile is a 65% turn starting at 100m/s and ending level at 45k. Orbital insertion is usually about 140m/s. I've found this method to give a pretty solid 3,300 vacuum dV to orbit. When building my ships, I use the liquid engines to build the bulk of the dV needed, then supplement the TWR with SRBs, limiting their thrust so they show a TWR of 2.0 at launch. This 2.0 is with both the first stage SRB and liquid engines burning together. This setup allows you to throttle the liquids down with the SRBs running to maintain the 18m/s. This pattern also keeps the ship pointing along the velocity vector up to around 25k, reducing drag and the chance of a tumble. Keeping the balance between the engines is very important. You need to be able to keep the ship at 18m/s for almost all of the profile. Going over speed by having to much of the thrust as SRBs and/or ending up to slow after they shutdown because the liquids haven't burned off enough propellant to be able to run at 1.8TWR can be equally problematic. There are probably much more efficient ways, but I stick to this one because it provides a consistent dV and profile to orbit. One other benefit that this provides comes when running stage recovery. I build all of my sections with big expensive engines and parts to cut off about 2,900 dV. This allows them to drop back in the atmosphere and be recovered relatively close to KSC, providing a pretty good return on those really expensive stages. I launched a heavy science rover today that cost 323,000 to build and got about 80,000 of that back on the first stage recovery. This launch profile works equally well with stock and FAR.
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I always launch at about 1.7-1.9 TWR and limit thrust to 18m/s2 accel. It's already being limited in that shot. Makes for a smooth climb out and a consistent 3,300dv to orbit. I had rearranged part of the rocket and forgot to put the struts back on. Also forgot to turn off the gimble on the SRBs.
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My rocket was just a little to happy about being launched.
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To keep the problem of forgetting to extend antennas, I use smart parts. They can be set to either stage or trigger action groups based on fuel state, altitude, timers, and such. Since they are on board the craft, they work even without a connection. When I have a mission that requires aerobraking, especially multiple laps, I have one set based on altitude, that only activates antennas, not toggle. I have it set so that it does it at a specific altitude, on ascent only, and resets. With that, every time I climb above a certain altitude, no matter if the antennas are already out or not, it attempts to start them. They have saved me many unmanned ships. https://kerbalstuff.com/mod/760/Smart%20Parts
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Easier docking on the ground
icedown replied to Tazin's topic in KSP1 Gameplay Questions and Tutorials
KAS has become the only way for me. I've had way to many things on the ground randomly flip and explode, or just straight up explode when I've docked them planet side. -
memory leak
icedown replied to Life on Europa's topic in KSP1 Technical Support (PC, modded installs)
Make sure you have PPFX disabled in the graphics settings, Huge leak there -
Attachment nodes floating in VAB
icedown replied to Marq's topic in KSP1 Technical Support (PC, modded installs)
PF is what does it for me -
Exploding radial decouplers
icedown replied to Dav111's topic in KSP1 Technical Support (PC, unmodded installs)
What type of engines are you using? -
I ended up editing the save. I wasn't sure if just changing the part would work. I just thought the HECKS was a bit tight though, here's what I found on my next rescue mission.
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What "Unlocks" The Rescue Contracts?
icedown replied to Landwalker's topic in KSP1 Gameplay Questions and Tutorials
Yea, It was astronaut complex, I forgot which one I had upgraded first. -
What "Unlocks" The Rescue Contracts?
icedown replied to Landwalker's topic in KSP1 Gameplay Questions and Tutorials
I don't know about the other game modes, but in career I think it's the first upgrade to the R&D that allows EVA. If you can't EVA, you can't rescue.