-
Posts
25,051 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by linuxgurugamer
-
The ship DID have SAS, I just didn't have it turned on. As I put in the other thread (for the vertical velocity control), it IS working, as long as MechJeb is off and SAS is on.
-
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
linuxgurugamer replied to Diazo's topic in KSP1 Mod Releases
Is it going to work the same? I must confess, that when I was finally able to do the landing last night, I was somewhat nervous because it essentially did a suicide burn (ie: it just fell until it was able to do a full power burn to stop at just the right altitude). While I know that is probably more fuel efficient, it does cause a problem if you need to stage during the descent as I did. I had a stage with a Skipper engine which had enough to do most but not all of the landing, so about 5 seconds before I hit the target altitude it ran out and I had to stage, next stage had a much smaller engine and while I had the target altitude set to 200m, it actually got to within 5m before it actually stopped. -
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
linuxgurugamer replied to Diazo's topic in KSP1 Mod Releases
OK. Being in the software business myself, I was concerned that we were talking about the same thing. - - - Updated - - - Success! Both landing assistant and vertical velocity are now working, thank you! -
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
linuxgurugamer replied to Diazo's topic in KSP1 Mod Releases
OK, I'm looking at it. My ship is in orbit at about 42000m high. I've positioned it so that it is vertical to the surface.. The Vertical Velocity box has an entry field for "Fly to:" with a button next to it which says "auto height (free)", and a button below which says "Control Off". If I click the "auto height" button, it goes away and text "free pitch" shows up, and the button at the bottom shows "Height Control". Both of these are green. If I then click the green "Height Control", the Auto Height button comes back and the button at the bottom changes to a green "Velocity Control". This does not sound like what you described above. According to CKAN, it is version 1.17 Edit: Is it possible that the text is wrong, and where I see "Auto Height (free)" is what you said should be "Height Control (orbit)"? -
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
linuxgurugamer replied to Diazo's topic in KSP1 Mod Releases
Ok. I won't be doing anything with this until either late tonight or tomorrow night. I usually use CKAN to do all my updates, but will do this by hand if it isn't there yet. So, I remember that I usually don't see the "TWR LOW" label, so assume that the engine does have enough thrust. I do see it when I've oriented the wrong direction, so I know thats working. Thanks -
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
linuxgurugamer replied to Diazo's topic in KSP1 Mod Releases
Ah, that explains a lot. My ship has the Mark1-2 Pod, which from what I can tell has SAS (please tell me if I'm wrong). The engine is an RMA-3 orbital achievement device (from NovaPunch2), which, while efficient, is not super powerful (I think it has a maxthrust of 75), so it is possible that it does need more than 80% to slow down. -
:-( Ok. Then it's my bad for not making sure the ship has SAS. I wonder if I can edit the save file to add SAS to this ship, for the duration of this mission only.
-
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
linuxgurugamer replied to Diazo's topic in KSP1 Mod Releases
Thank you for a great explanation. I'll test this when I get home. What happens if the 80% thrust isn't enough to do it? -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
linuxgurugamer replied to TriggerAu's topic in KSP1 Mod Releases
Oh, that explains a lot. Yes, this is a problem. Either one or the other, but not both. Personally, left click is an action, right click for a menu or popup. -
Question: I have a ship with mechjeb and a pilot on board. The pilot has no xp, so when I turn on SAS, it doesn't show any of the icons to the left of the navball (maybe this is my problem?) I turn off mechjeb, but this doesn't seem to work. What do I need on the ship to make this work properly (I'm assuming I have a mistake somewhere). Thanks in advance
-
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
linuxgurugamer replied to Diazo's topic in KSP1 Mod Releases
Diazo, Another suggestion, although I'm not sure how difficult it would be: Have two sets of numbers: Maximum Altitude to activate at Desired descent rate at max altitude Altitude to stop working at (location hover height) Desired descent rate at this altitude The idea would be to not start the engine until the maximum altitude is reached. Then to start slowing the ship down. Scale the descent rate from the first rate to the second rate along the flight path. For example, I'm landing on the Mun, from an orbit which is 45,000m high. I do my deorbit burn and start descending. I set the max altitude to 5000m, and a descent rate of 100m/s I set the min altitude to 10m, and a descent rate of 0m/s So, at 5000m, the control would start the engine and slow the ship to 100m/s. I'll list some values below, my feeling would be that the descent rate would be continously calculated depending on the height: At 4000m, the control would calculate a descent rate of 80m/s At 3000m, 60m/s at 2000m, 40m/s at 1000m, 20m/s at 10m, 0m/s, and in a hover mode. If altitude was set to 0m, then it would be a landing mode The calculation could be: maxAGL = max altitude above ground level maxAGLv = descent velocity at the maxAGL minAGL = min altitude above ground level minAGLv = descent velocity at the minAGL Assuming that current AGL is <= maxAGL: targetV = ((maxAGLv - minAGLv)*(curAGL / (maxAGL -minAGL))) + minAGLv This calculation would also work (if desired) for altitudes above the maxAGL, it would be proportional. Again, thanks for all your hard work. -
Hi, running CKAN 1.5.6-0-g windows 7 KSP 32 bit I tried doing an update of two mods at the same time I wanted to install a new mod. CKAN had some sort of error. I don't think it actually did the updates, but now when I run it again, it says there are no updates available, even though I did do a refresh. How can I force CKAN to check to see what version are actually installed?
-
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
linuxgurugamer replied to rbray89's topic in KSP1 Mod Releases
Hi, I'm wondering what the difference is in the CKAN packages between the following: Standard EnvironmentalVisualEnhancements-7-4.zip High res EnvironmentalVisualEnhancements-7-2-HR.zip Low res EnvironmentalVisualEnhancements-7-4-LR.zip I think it is obvious what the low and high res are, but what is that first one one ? Is it needed? Thanks in advance -
Diazo, First, thank you for a great mod, I couldn't land without it. Now, I have one (very minor) request. When I click the button, it turns blue/red. It doesn't matter if it is actually engaged or not (ie: if I am too high it is inactive). Would it be possible to have some sort of visual indication (maybe flashing the button) that while it is engaged, it is not active?
-
[1.4] Routine Mission Manager [v032]
linuxgurugamer replied to PrivateFlip's topic in KSP1 Mod Releases
Re. directory navigation. Windows uses backslashes, OSX and Linux use forward slashes. Also, Windows has a drive letter (ie: c:), OSX and Linux do not. -
KScale64 v1.2.2 16th April 2017
linuxgurugamer replied to Paul Kingtiger's topic in KSP1 Mod Releases
Thanks. I'm still working on my first few space stations, actually just marooned a couple of Kerbels on the Mun, need to go rescue them. But I'll keep this in mind for the future. -
KScale64 v1.2.2 16th April 2017
linuxgurugamer replied to Paul Kingtiger's topic in KSP1 Mod Releases
Does mechjeb work with this? -
My apologies also for the offtopic question. Thank you
- 5,921 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Just curious, can you define what a "64k" install is?
- 5,921 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
linuxgurugamer replied to TriggerAu's topic in KSP1 Mod Releases
Thanks. I started using SmartParts about 4 days ago, after the previous post. Works well -
Banana for Scale - Analyse bananas in space!
linuxgurugamer replied to JoePatrick1's topic in KSP1 Mod Releases
Why not have both? Doubles the fun! -
It seems that CKAN is now showing 4 different ATM mods, 2 for X64 and 2 for X86. This would be fine, except that I had installed it using the previous version, when there was only one listed. Now it seems that I can't update any more, or even delete the old. I tried removing the ActiveTextureManagement directory from the GameData, but CKAN keeps complaining: About to remove: Done! The following inconsistecies were found: ActiveTextureManagement-x86-Aggressive conflicts with ActiveTextureManagement-Aggressive. * ActiveTextureManagement-Aggressive conflicts with ActiveTextureManagement-x86-Aggressive. Error! Yet the directory isn't there any more. I tried clearing the CKAN cache, but no change. It appears that CKAN is keeping some information around, but I have no idea where. Can you help, or do I need to contact the CKAN people? Thanks Edit: I removed it by hand using the ckan.exe command line tool. For anyone else who runs into this, the command is: cd to directory where ckan is, then type: ckan remove ActiveTextureManagement-Aggressive Cavaet: I only have a single installation controlled by ckan, if you have more than one, you need to find directions on how to manage specific installations from the command line
-
Forcing DirectX11: 40% memory reduction!
linuxgurugamer replied to Captain Sierra's topic in KSP1 Discussion
You need spaces: -force-d3d11 -no-singlethreaded