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Jaeleth

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Posts posted by Jaeleth

  1. Hi. Does anyone knows of a telescope mod that allows us to view planetary surface, from orbit, in variable detail (zoom in, zoom out)? I know that SCANsat allows us to build topographic maps of the surface, but what I would like would be to view as if I was, say, low flying over ground, when on a satellite orbiting the planet. Like a HiRes Spy Camera does in the real world.

     

    Thanks in advance.

  2. 21 hours ago, IncongruousGoat said:

    You're probably looking for kOS, which not only lets you program actions ahead of time, it lets you write entire scripts for your craft to run. And yes, it's perfectly compatible with RemoteTech.

     

    Thanks for the tip, that was exactly what I was looking for :)

  3. Is there a mod that allows me to program actions ahead of time.

    For instance, I would like to use remote tech for added comms delay realism, but for it to work properly I need to be able to program a robot (which can range from a probe to a rover) to behave according to my specifications, given certain sensor or navigation inputs), effectively, robot programming.

    Is there a mod that allows me to do this? Does infrenal robotics do this?

  4. 2 hours ago, Rob K said:

    I'm having trouble launching to the moon, in every video I watch I see people use mechjeb to launch into the plane of the moon from KSC using the "launch into target plane" option in ascent guidance and it works. However when I try it, it never seems to work, I Always end up in some wonky plane needing 2KM of dV to adjust it.I

     

    I'm not really sure of what you are doing wrong, 2000m/s dV is a BIG deviation, but I'll try to help:

    1. You will never be able to, at launch, get an orbital inclination less than your launch latitude (the laws of physics (gravitation) so demand... sorry :) ). You can, afterwards, reduce the plane inclination when you pass Earth's equator, of course. At the expense, usually, of large amounts of dV...

    2. I assume you are launching from Kennedy Space Center. KSC is at a latitude of 28.5N, considering that the Moon orbit has an inclination from 18.29 to 28.58 relative to Earth's equator this is just perfect :) if and only if you choose the correct date to launch, that is. So, please, check the time of the year when you are launching.

    3. You do not, actually, need to launch into the plane of the Moon to get there, the most important is the timing, so that you reach Moon's sphere of influence (it has quite a big one, it should be easy enough). Sometimes, depending where in the moon you want to go, you may even find it more interesting launching off the plane of the moon.

    4. If you have to make a plane correction, and you, almost certaintly, will. Do it midcourse! Those 2000m/s dV you are getting is because you are trying to match planes while on LEO! Once in LEO just plot an approximate course and then insert a node midcourse and make a correction there using MJ node editing. You'll se it is much less expensive. Apollo 11 did a midcourse correction of around 20m/s and when replicating that mission I made a 171m/s correction to get where I wanted. Yes, it was that cheap :)

    5. Final advice. I use mechjeb for the Saturn V, SI-C only, from there on I prefer manual flight. Launch from KSC on heading 090 yielding a true flight path azimuth of around 072 and an inclination of around 30 degrees, which was almost as Apollo 11 did... Watch my flight here:

    Have fun, and remember... "We go to the Moon not because it's easy, but because it is hard :) )

     

     

     

     

     

  5. Finished putting together my Apollo 11 48th aniversary vídeo, from a flight I did on the 21st July :). Complete with "as close as possible to real mission" simulated flight on KSP,  RO, RSS, FAR, etc... Technical comments, real timeline (as close as possible), real time excerpts of Apollo comms, real Astronauts names :) (tweaked the gamefile, eheh) and soundtrack (a bit long though :P).

    here...

     

     

     

     

  6. 10 hours ago, Unieax said:

    Hey,

    I got a very simple problem. The mod just wont show up at CKAN. Do I have to search for another name or what because the mod is just not there.

    Hi.

    I would guess you are using KSP 1.3 and marked the compatibility box true, right?

    As far as I know R.O. is only available for KSP 1.2.x for the time being.

     

  7. 4 minutes ago, mabdi36 said:

    I don't use RO, RSS, FAR or RealChute, actually. I play stock (except you know, FASA). Although I found a turnaround: 3* Radial Parachutes

    Then, that might explain... FAR modifies atmosphere (makes it thinner, but with RSS its height is much, much greater, and the direct CM reentry from Moon speed is much, much higher...

    There are a number of solutions, including using more chutes or using solid propellant rockets (stage separators, for instance) but that would be to pervert the visuals, right? Remember that FASA Apollo was made for RSS... You could try replacing the original FASA chutes by stock chutes (I do not know if it'd help though). I tried to find some info on how to edit the gamefile value for drag, on a chute, but to no avail. I edited game files before but never the chutes :P.

  8. 13 minutes ago, mabdi36 said:

    I am actually talking about the CSM parachutes

    Ooppsss... indeed you said CM, not LM, lol.

    Well, the CM should land in water, in hard rocky surface it will break. But the landing speed is always around 14.2 m/s. How do you manage to have 30m/s? You are usig FAR, right? Have you changed any settings that might change CM energy dissipation through atmosphere? Are you using real chutes?

    Also check the default parachute deploy height.

  9. On 6/26/2017 at 3:15 AM, mabdi36 said:

    Hello, 

    This question might have been asked before (sorry for my ignorance), but I can't seem to land the apollo CM. It touche down at around 30m/s, and the CM only has an impact tolerance of 12m/s

     

    Thanks in advance

    Hi.

    Use MechJeb landing descent for guidance (but since it won't give you the suicide burn estimate before ligthing up the engine you may have to either light try it twice or light it first, well before the landing, say 15 minutes, to get the estimate. Don't forget the LM enigne has only 3 starts though! If you don't want to do the math, perhaps save and try :wink:

    It will be a long burn (if I recall, around 7m), as you know already, if your suicide burn estimate is more than time to impact than you know you have to correct...

    The closer to the ground you correct, the less DeltaV you are expected to waste, but the more dangerous will be.

    Just rotate the LM to a more vertical attitude in order to reduce vertical velocity at the expense of not reducing as much horizontal velocity, you will waste DeltaV, but you should have enough for that. Close to the ground and with horizontal velocity near zero, throttle back engine (up to 11% minimum) and shutdown and go the final meters with RCS if needed. Bear in mind the RCS's alone won't hover the LM, it will keep falling and accelerating downward, they will just reduce the impact velocity a little.

    I had some luck on my first try... After an harrowing unstability near the ground and a premature engine shutdown I ended up landing very close to the limit and survived to get those little kerbals back home :)

     

  10. Hi. 

    I started to use Realism Overhaul recently and I am using the FASA Saturn V Lunar. The real Apollo missions relied on fuel cells op provide power for the duration pf the trip. The RO compliant fuel cell needs liquid fuel and oxidizer, both not present on the Apollo command module by default. I am using the side compartments of the command module, with sliding doors to place the lf ox tanks and a fuel cell. Is this the way it is supposed to be done or is there something in the FASA mod that I am missing :) (it requires an awful lot of lf ox) for the entire voyage to the Moon and back)...

  11. 1 minute ago, mabdi36 said:

    I don't use CKAN.

    I was following Theysen's advice... But if you choose to go manual, like I did on my second try, you must even be more carefull (and it is a lenghty process). My guess is that it might be a wrong mod version, probably you downloaded a 1.3 ready mod, it happened to me... But it's just a guess... Follow Thysen's advice and provide him the log file.

  12. 16 minutes ago, mabdi36 said:

    Does RO work for 1.2.2? Because an "Incompatible mod" window pops up when I boot KSP 1.2.2.

    Make sure you install first with ckan only the required dependencies, and not the recommended or desirable extra mods. When all is working with the basic, then go for the others, one by one and check and save a copy of your gamedata folder in each step. It is a safe way of doing things, immo.

  13. Just now, Theysen said:

    These were first day issues when some mod authors had their .ckan meta files marked with 1.2.9 and CKAN then pulled those for a 1.2.2 install.

    I installed RSS/RO/RP-0 several times during the past weeks via CKAN and it works out of the box. Please try that again with a fresh 1.2.2 install. If we wouldn't support CKAN anymore we would state that, until then it is the preferred and proposed way of installation. :)

    Check. I have no problems with the install though. It is working. Except for the odd (yet harmless) bug I reported above :)

  14. 45 minutes ago, Galile-Ho said:

    [... I installed 1.2.2 through steam, got the general 1.2.2 updates through ckan, and downloaded the below list manually from github links.

    Hi, I also installed manually, 1.2.2, one mod at a time and check loading, but avoided ckan altogether since I tried first with ckan and had trouble.

    If you installed ONLY the mods that you state here R.O. is not supposed to work, I guess, since the dependencies are more than these. 

     

  15. Hi.

    I get a strange bug when landed on the moon using FASA Apollo Saturn V Lunar. I am using R.O. on KSP 1.2.2, All required dependency mods plus a few extra I deemed useful.

    Description: When going EVA leaving the LM The Astronaut (Jeb, in this case) seems to have a flamethrower attached to him :P. This is only an odd visual effect, otherwise it is an harmless bug and wastes no fuel (that I noticed so far). If I save, unload the game, and reload with Jeb already on the surface, it gets back to normal (no flame).

    Also, it is extremely cumbersome and hard to climb out of the LM ladder back into the LM ascent module and even more difficult to board it... :P (but that´s probably a problem with the FASA Apollo mod)

    Also, I noticed that both the LM and the Kerbal do not touch the moon dust, they seem to float 1 or 2 centimeters above it (the same happens with everything, I guess, the command module seems to float a little bit above the ocean when splashed down back on earth).

    These are all harmless bugs (with the exception of FASA's LM difficult entry which can be quite annoying), they damage the visuals though...

    I enclose a link to the output log and a picture of the effect.

    Any suggestions?

    http://www.filedropper.com/outputlog_13

  16. 6 hours ago, TheRagingIrishman said:

    If you can't be bothered to upload 1 file, then I can't be bothered to help. So long and thanks for all the fish.

    1. I don't get along well with dropbox, and I have no equivalent tool installed. I could easily send you by wetransfer, or equivalent but I don´t have your email... duhhh.

    2. It couldn´t be a problem with your mod, as I said, I had no life support installed yet... Instead I asked you a bit of info, that had nothing to do with your mod and did not require going through a log file anyway... Just in case you might know.

    3. I eventually found the solution anyway, had to do with the pre-configuration of the FASA Saturn V Apollo Lunar

     

  17. Ok, found it.

    Although the whole set has still half electric charge, the command module has none, only the LM is at full capaciy, thus the roughly half charge. And the pilot is in the command module... Still the funny thing is why I can't transfer from the LM to the command module, even using ship manifest... I wonder if I can't transfer because I don't have enough power to start transferring XD.

    Yep, that's it... And it becomes worse... only the descent module has power and cannot take crew, I cannot transfer no one there to initiate power transfer back to the other modules... thus I am, definitely, adrift... lol.... :D

    At least now I know why :), gotta find what's wasting me so much power...

  18. 15 hours ago, TheRagingIrishman said:

    logs would help (instructions in ^)

    Yeah, well... Uploading a log onto this forum is impossible and using dropbox or equivalent to do so is more troublesome to me than to try to fix things myself or hyperedit my ship back to Earth... It would be a great help if by any chance you can tell me where in the savefile can I find the variable / flag that sets the ship to "no crew control", maybe resetting it and watching it happen again will lead to some conclusion.

    I do not think it is a problem with your mod though, since I haven´t installed it (or any otther life support) yet, only using stock KSP 1.2.2 as it refers to life support, although the FASA Saturn V Apollo Moon rocket does have those life support supplies in there...

  19. 1 hour ago, Alshain said:

    What Life Support are you using?  I know that at least one of them (not sure which, USI maybe?) has a function where Kerbals get "bored" if they do not have larger habitations on long term trips, so they just stop working.

    I don't play with LS, so I don't know which mod it is, I just saw Scott Manley lose a Kerbal in his latest series for that reason.

    EDIT: It might be Kerbalism.

    I am using KSP 1.2.2 with R.O installed manually as well as all required mods plus the few extra I deemed necessary / convenient. The least possible and one at a time to make sure I do not mess my laptop and / or KSP. Still, specifically regarding life support, I did not install any as of yet, I was just concearned with getting the physics / engineering of R.O to work properly before adding that last bit.... Hmmmm... I wonder.... I can smell a fish, thanks for reminding me of that, there might be an inconsistency there, I'll check that out... Why the hell would the Apollo command module have those life support supplies if I haven't installed a life support mod yet?... oh well...

    1 hour ago, icantmakemodels said:

    I think this is a really trivial problem.

    Do you have any pilots?

    I think old Jeb qualifies as such... eheh. No it's not that for sure. Thanks for the tip and for answering :)

  20. Hi...

    I have installed RO and after some 4 or 5 tries I finally managed to unlearn whatever I had to unlearn from stock KSP and had my command module enroute to the Moon with the LM properly docked and 3 happy kerbals onboard.

    After performing the TLI burn with the remainder of Stage 3 fuel, all my resources seem ok: Fuels are almost at maximum, command module engine is very stable, plenty of Oxygen, not much water but then again they haven't been drinking much anyway, almost all food, electrical charge above half capacity, zero waste water, waste, CO2 and charred ablator (ablator is intact, of course).

    I am halfway through, I needed to perform a small deltaV trajectory correction maneuver but... Ship is irresponsive. All astronauts alive but a small red astronaut appears next to mission clock (upper right corner of the screen) when I pass the mouse over it I read "no crew control" and I can't do a thing. The module antenna is retracted but since I have crew that shouldn't even be a factor. I am using Saturn V FASA (moon) with the only extra being a small mechjeb unit to ease my calculations...

    Any clues to what is wrong? 

  21. Well... My opinion:

    For an optimal intercept you should first match orbital planes of your target and your interceptor, this should be done right at launch (into the planet of target), if you use mechjeb there's an option that will do it automatically for you. So, assuming the planes are now the same you are left with the present case, two co-planar elliptical orbits. Assuming you are starting from a near circular LKO orbit with your interceptor you are interested in NOT getting into an higher energy orbit than your target, because that would be a waste of energy, this means you will match your Pe with the target and then push your Ap as necessary so that you and the target rendezvous at Pe. You will be trailing the target, as you should. If you are intercepting in any other point than Pe it means that your your Pe is higher than target's (waste if energy) and / or the angle of interception will be not zero (as it will be at Pe if Pe's match perfectly), meaning there is an additional DeltaV to spend. 

    Bear in mind that, in the real world, it is very difficult to do this "one shot" Pe matching interception so what the Shuttle, Cygnus and so on do is to get into a circular slightly lower orbit, trailing the ISS circular orbit and approaching it orbit after orbit, pushing the Ap to match circular orbital radius of ISS when close enough (last orbit). But this is not the case you presented here so yes, in your case, match Pe's and intercept at Pe, it is the optimal way, immo.

    Also bear in mind that there are no perfect circles, and the perfect circle is just a particular case of an ellipse :)

    When intercepting high velocity asteroids in hyperbolic orbits forget perfection, you may not be able to do it at the sweet spot due to high speed of target versus your interceptor orbital period so, just get as close as you can to a low angle of interception and least possible velocity difference from target (sometimes this means intercepting well off Pe).

     

  22. Hi, I´ve been trying, countless times, to download Textures for Real Solar System from the texture repository and the 8192.zip file never manages to finish download, I even tried a download manager, which managed to get as far as 97% of the file but failed indicating user and password required.... :P

    Any clues? Any other repository where I can get them. I downloaded the lowest res so far and managed to finish the download but I would like to try the highest res.

     

    UPDATE: I finally managed to download it. Starting a new download in Free Download Manager and inserting my credentials to GitHub (don´t know if this was a factor). Otherwise couldn't download it, either using CKAN or even direct browser download. 

     

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