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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
linuxgurugamer replied to Papa_Joe's topic in KSP1 Mod Releases
@Papa_Joe Is there anything in CLS which would prevent docking ports from working? I had two docking ports which weren't docking,even though they were close enough, etc. For some reason, the magnetism wasn't working. I'm not sure it's this mod, but I can't find anything else yet. Log file: https://www.dropbox.com/s/21qf8tdlggzcs86/CLSlog.zip?dl=0 Also, I noticed that the K2 command pod is getting a warning from CLS about not having a module defined. Is this something that I need to add to K2 (I'm maintaining it) or will you do this? Also, note that this isn't the problem because I later restarted the game, and with 2 K2 command pods was able to dock. The docking was between a probe with a probecore (with full control) and a Mk1 pod Ignore the nullrefs from JanitorsCloset, I've already fixed and released that, and it shouldn't have any influence on this, it doesn't touch parts. -
[1.3.0] Malah's Quick mods [2017.05.31]
linuxgurugamer replied to Malah's topic in KSP1 Mod Releases
Got a small problem with QuickSearch. I have some parts in my game which are depreciated, the normal way is to set the following: category = none TechRequired = none Yet QuickSearch finds these depreciated parts. Can anything be done to fix this (other than deleting the parts in question)? -
Simple solution: Don't delete parts from the folder while the game is running, and don't reload the database after doing that. This is a totally impossible situation to support, and I'm not going to waste my time on it. If you can reproduce this bug without reloading the database and without deleting parts manually, then post a new report. There is no "expected" behavior, there are specific warnings about not doing that, and how things may not work properly.
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MicroLab Suggestions - Mod Developments
linuxgurugamer replied to TechTier's topic in KSP1 Mod Development
Thete are lots of mods to look at for ideas, and for implementation of various things. Tweakscake, procedural parts are jyst a few. -
MicroLab Suggestions - Mod Developments
linuxgurugamer replied to TechTier's topic in KSP1 Mod Development
How is this going to be different from Tweakscale? -
Suicide Burn Code
linuxgurugamer replied to Kobymaru's topic in KSP1 C# Plugin Development Help and Support
I've been getting some good help regarding the math, and am in the process now of fine tuning. I still need to go through and optimize, there are a lot of unnecessary calculations going on for debugging purposes. But, pop over to my thread here: A user, @Pand5461 has been very helpful with the math -
No it's not, it's been rolled into Kerbal Foundries
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5 minutes with 213 mods, if modulemamager has to rebuild the cache. 2 1/2 minutes otherwise. I4790k with 32 gig ram and a gtx 970
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Wasn't easy to do, it doesn't do those calculations unless it is displayed, I had to play a game with it to get it to calculate Trying this calculation is next. On a single test with the corrections, it landed, but just a little long (ie: target altitude was 2m agl, it impacted at about 4m/s on the ground, so it was a bit off.
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Oh, you changed things. first formula used Adry, 2nd used T Should the two of them be somewhat close? They are way different I did find one mistake, on the first one I had adjusted the Adry to 95%, forgot to do that to T So, right now my issues are with the ts calculation. Here are the formulas, with the C# code implementing them: First one (which work, mostly): ts = (g - adry + sqrt( (g - adry)2 - 2*V*adry2/(Isp*g0) ) ) * (Isp*g0)/adry2 C# code: Ts = (g - Adry + Math.Sqrt(Math.Pow(g - Adry, 2) - 2 * V * Adry * Adry / (realIsp * g0))) * (realIsp * g0) / (Adry * Adry); 2nd one with problems: ts = (g - (T + Fd/3) / m + sqrt{ [g - (T + Fd/3) / m]2 - 2*V*(T/m)2/(Isp*g0) } ) * (Isp*g0)/(T/m)2 C# code: Ts = (g - (T + Fd / 3) / m + Math.Sqrt(Math.Pow(g - (T + Fd / 3) / m, 2) - 2 * V * Math.Pow(T / m, 2) / (realIsp * g0))) * (realIsp*g0) / Math.Pow(T / m, 2); For a test I did: T = adry Fd = 0 Values from KSP are: adry = 14.87 Isp = 300 g = 9.8 m = 20.657 Given these values, I would expect the two formula to be close, but nope. Maybe it's Fd which is wrong. I thought that this was Drag, which, at 29 velocity, is close to 0, so I set it to 0 for this test. But maybe you are referring to something else? Because when it is 0, then there is nothing subtracted from g. The numbers I'm getting out are: good ts: -5.74832571919834 Bad ts: 100544.838732141 This is the part which I'm puzzled about: (g - (T + Fd/3) / m If drag is 0, then you are essentially dividing the T by m, which is now throwing everything off And that was the problem. I multipled T by M, and got the results I expected.
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I would have expected the new formula to be about the same as the old one if drag was = 0 (as a test), but it isn't. The new formulas causes crashes It could be the distance formula, I'm using that number to both determine when to start firing, and comparing it to the actual with the PID controller.
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[1.9.x] K2 Command Pod: Two Kerbal stock-alike pod
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Looks ok over here, I just downloaded from Spacedock, it showed up in pods properly. Are you running the stock tech tree or something else?