Jump to content

peteletroll

Members
  • Posts

    643
  • Joined

  • Last visited

Everything posted by peteletroll

  1. Post moved to a more pertinent forum. I guess so!
  2. @sergih123, I can't replicate your malfunction. I want to try your craft. Is it all stock, except for DockRotate parts? If it's not, can you replicate the bug with all other mod parts removed? And, in this case, can you share the resulting craft file? Last question: other mods installed?
  3. @Angel-125 and @sergih123, the dll I posted before is bugged... use this instead: https://drive.google.com/file/d/1s-909T6Ar5Lt9dH9hDfmUisn_2qp2tEV/view?usp=sharing
  4. @Angel-125 and @sergih123, here you can download a debug dll that can help troubleshooting: https://drive.google.com/file/d/1glKSAW-pfI-1-BmKkcZRbAqcSZ55tga7/view?usp=sharing Replace DockRotate.dll with the downloaded file, start KSP and go to the troublesome crafts. Then share the log (the whole log), and let's see if something changes. Mind that after fixing, a craft reload might be needed (F5/F9, or switch to a distant vessel and back). Fingers crossed!
  5. Yes @Vanamonde, the probes are asymmetrical - I like it
  6. 2306 science points, and 1,748,435 funds. The craft costed about 161,000 funds.
  7. Mission report: Cool contract available: land AND splash on Laythe The rocket on the launch pad Liftoff! Gravity turn Staging Space, here we come! Revealing the payload: two identical probes, with large heat shields. They'll be very useful in the end. Circularizing Jettisoning the second stage Sepratrons send the second stage back into the atmosphere, no further Kessler syndrome Now we plan our Jool transfer And we burn! Now I start noticing that I might be short on Δv... and the fact that Δv readings from stock indicator and from KER are vastly different doesn't help... Well' I'll find a way. Inclination adjustment Jool in sight Now we perform a Tylo gravity assist to stay in Jool orbit without wasting any fuel Tylo approach... ... and the gravity assist worked as planned! Now, to spare some Δv we release the first probe so that it aerobrakes and lands on Laythe Tuning the Laythe periapsis... ... and releasing the first probe Now, the main ship uses a litttle fuel to adjust the Laythe encounter and lower the Jool apoapsis. The first probe enters Laythe's atmosphere Parachute opens And the first part of the contract is done! Now the main craft has another Laythe encounter. We're running on fumes, so the plan must change: the transfer stage was supposed to stay in Laythe orbit to act as relay, but we definitely can't afford it now. So we'll dive into the atmosphere, and let the transfer stage burn. Problem is, the second probe must land on solid ground, and there's not much of it on Laythe. The super-secret F5F9 supercomputer at KSC computes a correction burn that will land the second probe on the ground. The entry is very steep, and the large heat shield proves very useful. ... and the probe survived! ... almost there... ... and touchdown! Sending science home Beauty shot. Mission complete!
  8. @Angel-125, this is weird. DockRotate finds no problem, and I suppose you see no red message. Do you see malfunctions, or just those warnings from KML?
  9. Mission completed, report will be released soon™. Who's next?
  10. Smart docking aid works before docking, DockRotate after: they never work at the same time. I see no possible conflict.
  11. If it's ok for everybody, I'd plan to do a mission in about 12 hours.
  12. @Angel-125, I'm actually hunting for problematic docking states that happen in real game. If you find something DR can't fix, let me know, and send logs.
  13. Yeah @Grogs, you're right... I'm editing my comment to hide my stupid :-)
  14. Are you familiar with the rocket equation? m0/mf is limited by fullmass/emptymass ratio of tanks, which is 9 for most KSP tanks. This means that with a Poodle (350 m/s Isp) you can't get more than 350 * 9.8 * ln(9) = 7500 m/s. You can increase Isp by going nuclear, but you get much lower thrust. Of course you can add stages, but every stage must be bigger than the next one to be useful.
  15. This mod development is going on here: Thread locked to avoid confusion.
  16. Google translation: Thank you !!! It works well and it decreases the stall speed by about 25-30% but on the other hand it does not increase the stability. Welcome to the forum, @Lucky_Gaming! The recommended language in the forum is English, but there's an international section where you can post freely in French. Also, this is a necro post (a very old post, last comment was from 2017). Probably the people involved moved on.
  17. New release! More docking port fixing, and a hopefully more readable report in the log. I tested it a LOT, so it should be safe. For extra safety, disable the docking state fixing by changing "enabledFix = True" to "enabledFix = False" in GameData/PluginData/DockingStateChecker.cfg
  18. @garwel, I'd try to look into PartModule.snapshot.moduleValues in onAwake(). But it's just a wild guess...
×
×
  • Create New...