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schlosrat

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Everything posted by schlosrat

  1. Updated to v 0.5.4 Added DeleteNode method to delete a single node if it's not on a maneuver trajectory and it's in the past Added DeletePastNodes method to delete all past nodes that are not on a maneuver trajectory Updated to v 0.5.5 Updated to bring in MechJeb library functions needed by ManeuverNodeController 0.9.4 and FlightPlan 0.8.9. Node Manager now provides the following things OrbitExtensions MathExtensions MuUtils MechJebLib\Primatives MechJebLib\Utils
  2. I agree, we have not been give a Mea Culpa. But then, I don't think we're owed one either. I think @Periplenailed it as to what we are owed, and what I think most want to see. Apparently you may feel differently, as is your right. Is it more important to assign blame and exact some sort of acknowledgement of wrong doing, or to get bugs fixed, new features added, and to see the game progress down the roadmap? It seems as if you're more focused on the former than the latter in these past two posts. Looks like you'll get your wish! The Cornet was the first one he mentioned, and the Tuba was the third!
  3. I'm not an expert on parts, my mods are all about maneuvers and such. That said, there's been some really interesting work going on in the modding community to make working grid fins - mainly by @LuxStice. From his posts I got the impression it wasn't all that simple. That said, if you're itching for grid fins, then take a look at SORRY - it may have what your looking for.
  4. Great reference to a great movie! And I concur. I think the correct response when you get something good is "thank you".
  5. Oh, and the new engines look gorgeous! I'm wondering how they work on landing though? In one of your videos the nozzle bell clearly extends past the reach of the legs. Do these nozzles work in a degraded lower thrust mode when the bell extensions are retracted? How does this work with landing? I suppose we'll get to see! Yay! Moar toys!
  6. I gotta say I do like your top 10 and prioritization approach! That you've tracked down the cause and are actively working a solution for the SOI transition bug is frankly huge. I'm not surprised it's deep in the code . I'd imagine this one has been in your top 10 since soon after learning about it, and it's really encouraging to know that you've got a fix in progress. Honestly, your numbers 1, 2, and 5 are by far some of the most annoying ones I've had to deal with, and it's great to hear that you're actively pursuing fixes for each - even if they are each quite complex. All in all, this candid progress and the understanding that your prioritization is very similar to most folks on this side of the fence is really encouraging. I don't think it's surprising, but it is music to my ears and I very glad to hear about your progress.
  7. @RaccoonTOF, I've confirmed what you've observed and found a workaround. If you set a New Ap on the Target Relative Maneuvers tab, then switch to Ownship maneuvers I believe you'll see the new value. You can either execute that there, or you can switch back to Target Relative Maneuvers tab and your new value will work. That's not ideal, and a counterintuitive process, so I will clearly need to fix this - but until then it may get you working without an update. Please try that and see if it works for you as well. In the meantime I'll see why this isn't working as intended. Update: I've found the issue and corrected it in my dev build. This will roll out with the next update to FP (0.8.9).
  8. Thanks for the feedback! I'll look into what may be causing that.
  9. Good news for you! Flight Plan already does this! You can use Flight Plan to select either celestial or vessel targets. Not only that, but if your target is another vessel and it’s relatively near by (within 3km) then you’ll have the option of targeting specific docking ports on the target vessel!
  10. This will depend on the ballistic coefficient of your recently stage as well as the velocity. If you’re starting from a 100km x 100km circular orbit with a typical small return stage then something around 35 or 40 is good. If you’re coming back from the Mun and you’re too low on fuel to get into some sort of closer orbit before die orbiting you might want to aim for 50 or 55 and aero break your Ap down to where you’re coming back in safely after multiple passes. That’s an extreme example just to set a point on the other side of things, but this also applies for return stages that have a higher ballistic coefficient where you don’t want them to pancake in the denser atmo down low.
  11. Probes losing comment on separation from the parent craft is a bug, but its quite easily and trivially solved. Just install the Community Fixes mod and you’ll get that fix as well as some others too. That said, if you’re looking to plan out and deploy a network of satellites may I humbly offer the services of Flight Plan? With that you can easily plan your deployment and so much more! If you prefer something a little less capable but still useful for this sort of thing then you might want to look at Resonant Orbitc Calculator. There’s nothing it does that Flight Plan doesn’t also do, but it’s there if you want a more light weight single purpose solution.
  12. You might want to try the community fixes mod. It’s got a fix for comment not being connected to the probe on separation. I think that fixes the problem you’re having.
  13. So, the next cool thing I hope to get into Flight Plan is an equivalent to the Mech Jeb Advanced Interplanetary Transfer, complete with porkchop plots and everything. It's not ready yet in that this is not generating nodes, but it can already make the porkchop plots and let you pick points off of them! Here's what it looks like so far. Here's a sample of the porkchop from Kerbin to Eeloo.
  14. @Jhaxxar, you need to update to Node Manager 0.5.4. With FP 0.8.8 it now depends on NM 0.5.4 as that gives it a function to selectively only delete nodes that are in the past - something NM 0.5.3 was not able to do. When you update your NM that should get you going. Here's a link: https://github.com/schlosrat/NodeManager/releases/download/0.5.4/node_manager_v0.5.4.zip You can also find it on SpaceDock here: https://spacedock.info/mod/3366/Node Manager Or get it via CKAN. @Cable Guy, Thanks! I do want to add a capability to paint a landing target on a celestial body and return the lat/lon for that point. That would then enable Flight Plan to prep a descent burn that you could turn over to K2-D2 for landing. It could also interface with KS2 that can take a lat/lon for landing guidance. I like your idea for plotting ballistic trajectories! I'll look into it for use on airless bodies.
  15. Updated to 0.8.8 Added node quality estimation to aid in evaluating the quality of nodes. The user may now set their own threshold for what is good enough via the configuration parameters for Large % Error Threashold and Small % Error Threashold. If the percent error between the sought value (e.g. inclination) and the obtained value is greater than the large % error threshold, then the status is set to error (red text) and MNC is automatically launched if auto-launch is enabled). If the % error is between the large and small values, then the status is set to warning (yellow text) and MNC is automatically launched if auto-launch is enabled. If the % error is below the small value, then the status is set to OK (green text) and MNC is not launched. Rendezvous maneuver guidance has been improved to give better hints to the user about what they need to do next. Now requires Node Manager 0.5.4 as the automatic node deletions are calling a function to only delete nodes in the past. https://github.com/schlosrat/FlightPlan/releases/download/0.8.8/flight_plan_v0.8.8.zip FYI - this is the version used in the videos linked above.
  16. Hi @bcink, are you aware of the KSP2 Modding Society discord? There are several people there actively working on part mods. If you are inclined to work on adapting your KSP1 parts to KSP2, you would be very welcome there, and they may have some information that would be useful to you. https://discord.gg/pTDEmDaP95
  17. If you’re up for using a mod Flight Plan can help you here. See this video for a rendezvous demo using Flight Plan.
  18. The planetary transfer mod I think you might be referring to (Interplanetary Calc) is not being actively maintained. If you’d like something that is, you might want to try Flight Plan. Here’s a video showing how to use it along with K2-D2 and Maneuver Node Controller, to take a trip to Dres.
  19. In this video we see how to use Flight Plan, along with K2-D2 and Maneuver Node Controller, to take a trip from Kerbin all the way to Dres. This is one of the harder destinations to get to in the Kerbol system due to it's small size and modest orbital inclination. Starting out in a Low Kerbin Orbit this demo shows how to use Flight Plan, Maneuver Node Controller, and K2-D2 to perform the following actions and maneuvers needed for a trip to distant and dusty Dres Use Flight Plan to easily select a distant celestial body Use Flight Plan to make a maneuver nodes Use Flight Plan to have K2-D2 perform a precision node execution Use Flight Plan to plot and execute a Hohmann transfer to Dres at the optimal time Use K2-D2 to warp to just past an SOI boundary Use Flight Plan to plot a Course Correction to improve an planetary intercept Use Maneuver Node Controller to fine tune a node Use Flight Plan to Circularize at the next periapsis Use Flight Plan to change the periapsis after a fixed time
  20. Version 0.9.3 is now available on SpaceDock and CKAN. Note that all MNC versions from 0.8.3 onwards do need Node Manager 0.5.3+. If you get it from CKAN it should take care of this for you.
  21. Here's another demo video, this time showing how to use Flight Plan, together with Maneuver Node Controller and K2-D2 to take a quick trip to Minmus. There's ahigh degree of synergy with these three apps, and using them together can really help make things easier for you. In this video you'll see Use Flight Plan to easily select a distant celestial body Use Flight Plan to make a maneuver nodes Use Flight Plan to make a node to match planes with the selected target Use Flight Plan to have K2-D2 perform a precision node execution Use Flight Plan to plot a Hohmann transfer to Minmus at the optimal time Use Maneuver Node Controller to make precise edits to a node Use K2-D2 to warp to the next SOI change Use Flight Plan to change the orbital inclination after a fixed time Use Flight Plan to change the Periapsis after a fixed time Use Flight Plan to circularize at the next Periapsis
  22. Great! In other good news MNC is now updated on SpaceDock as well to 0.9.3, so you can get that from the official site too. Also, I've just produced a video demo for how to use Flight Plan to perform an orbital rendezvous. I did it with a developmental version of FP that I expect to release soon as 0.8.8, but 0.8.7 will do all the same things except it doesn't have the new node quality messages. As a picture is worth a thousand words, I figure a video is probably worth closer to a million, right? Well, in any event this should help convey how to use FP in general.
  23. That sun flare video is stunning! Better VFX and better performance? Yes please! It will be nice when the grid fins get here, but I suspect as others have noted that we probably shouldn't assume they're in this patch. That said, I would really like some new toys to play with! If you want to play with grid fins now, then you might want to check out https://spacedock.info/mod/3336/SORRY
  24. It's literally in the post you're replying to, but here it is again. I updated it to 0.9.3 yesterday to fix a minor bug. https://github.com/schlosrat/ManeuverNodeController/releases/download/0.9.3/maneuver_node_controller_v0.9.3.zip
  25. Also, please see this for a quick How To on using Flight Plan. https://github.com/schlosrat/FlightPlan#how-to-use-flight-plan
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