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Everything posted by slaintemaith
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
slaintemaith replied to AndyMt's topic in KSP1 Mod Releases
That would make sense, yep. -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
slaintemaith replied to AndyMt's topic in KSP1 Mod Releases
I find this conflicting report very conflicting. If you're saying GTurn starts at liftoff and stops at specified alt, what are these numbers for at all? Or perhaps the better question is: how to these numbers shape the gravity turn? -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
slaintemaith replied to AndyMt's topic in KSP1 Mod Releases
Not meaning to sound obtuse, but is there someplace that explains the parameters entered for this like I'm six years old? Maybe a nice pop=up book? Some of the descriptions by mousing over them seem a bit...obscure. (And yes, I've read them, I just still don't understand them--sort of like an ape reading Nietzsche.) Not a complaint, I'm just wondering why I'm entering some of the numbers I'm entering and some things work--at times exceptionally well--and having no understanding of why--especially when the numbers I'm entering make no sense. Case in point: Using the Cormorant Aeronology Shuttle stack in a 2.5x sized RSS world, these settings lob me in to orbit perfectly--even allowing the ET to be jettisoned and circularization completed by the OMS engines. This is no small feat, as shuttles of any sort and autopilots tend NOT to get along in Kerbal. At all. Ever. Unless they're VERY well written, or very specifically written: Start m/s: 200 Turn Angle: 20 Hold AP Time Start: 59.79 (This number was put there not by me) Hold AP Time Finish: 25.00 Sensitivity: 30 Apoapsis: 120 Roll: 180 Inc: 28.60 Press. Cutoff: 1200 Now some of these don't make sense at all. Like how can the AP stop before it starts? And shouldn't the press. cutoff be different due to the different atmo size? I'd like to understand this a little better in the hopes of pinpointing certain phases of flight. Thanks for your time. -
I didn't focus on any issue. If I use the deprecated 101s and FAR: I get into orbit. If remove the new 101s and use FAR: I get into orbit. If I add the new 101s and use FAR, I don't. If I add them and disable them and use FAR: I don't. If I add them and disable FAR: I do. If I'm honest, I don't understand the rocketry aspects of it as much as "do thing: thing works/thing doesn't work: note result." I leave it to smarter heads to interpret the data.
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Fuel consumption was increased. Fuel wasn't. i.e., both rockets had the same amount of fuel. One made it to orbit, the other didn't. Lack of fuel being the issue. I think I see what you're getting at, however. Yes, I looked at the .cfg files for the deprecated 101, which works, and the 'new' 101, which has the issue. The numbers in both files appear to be the same unless I'm missing something. So I don't think the problem lies with the consumption specified in the .cfg.
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[1.2.2] Space Shuttle System new release 26.01.2017
slaintemaith replied to DECQ's topic in KSP1 Mod Releases
Oooooh! So I can! Not meaning to be a berk, but is there an RSS/RO patch for this? Could that be linked in the OP if so? -
[1.2.2] Space Shuttle System new release 26.01.2017
slaintemaith replied to DECQ's topic in KSP1 Mod Releases
Which is sad, because KSP mostly doesn't work with KSP using DX9. (egads it's painfully slow) -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
slaintemaith replied to politas's topic in KSP1 Mod Releases
Not sure what else, but the Saturn (Sarnus) V needs it for the explode-away plates on the LM fairing under the CM/SM stack. I was just in the dark as you, but I spoke with the maker of BDB last night and he said it was needed. Since I just like to find things that don't work and report them, I feel I've done my job. =) -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
slaintemaith replied to politas's topic in KSP1 Mod Releases
Found a missing dependency for Bluedog Design Bureau. B9 Part Switch. I suppose 'dependency' is a strong word--the mod works without the other add-on, but useful bits are missing from it. Hopefully this is the place to document that sort of thing. -
ASET Props Pack. v1.5 (for the modders who create IVA)
slaintemaith replied to alexustas's topic in KSP1 Mod Development
Oh very nice! And yep. It's not the best image, but it's good enough for determining when to do a reentry burn using Mk 1 eyeball. -
ASET Props Pack. v1.5 (for the modders who create IVA)
slaintemaith replied to alexustas's topic in KSP1 Mod Development
Ideally I'd want it to be a tool to help with reentry--i.e., properly displaying where the player's ship is. That might be trickier, unless the map is positioned in exactly the same way. -
ASET Props Pack. v1.5 (for the modders who create IVA)
slaintemaith replied to alexustas's topic in KSP1 Mod Development
So I love KermanTech's IVA for the Mk3 cockpit. But I'm wanting to use it in Stock-Size Real Solar System. The ASET IMP by default comes with a map of Kerbin--I'm wondering what would be involved in swapping that to Earth? -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
slaintemaith replied to AndyMt's topic in KSP1 Mod Releases
Do we care enough to track down which mod(s) though? (= -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
slaintemaith replied to AndyMt's topic in KSP1 Mod Releases
Prologue: Disregard if mod conflicts aren't a concern--if they are, I'll research the crash. Otherwise please disregard. Title: Gravity Turn Crashes KSP When Staging Occurs in Map View. KSP: v 1.3.1 x64 -force-d3d11 GravityTurn: v 1.7.6 Steps To Reproduce: Get game to a launch situation with a reasonable rocket with more than one stage that works without Gravity Turn. Open Gravity Turn window. Open 'Map' window. ('m' key) With default parameters in Gravity Turn Window, select 'launch.' Observed Result: Always, and with any ship, the game will crash shortly after launch/staging. Expected Result: Game should not crash. Notes: *This is in a real-world play-through install with many many mods alongside it. I'm posting this just to let you know there's something 'bad' going on--either with the map or with some other mod. I'll test it again with just this mod installed to see if the same thing occurs. *Please let me know what logs you'd like to see so I don't bombard you with useless information. *Interestingly, a game with only this mod installed does not allow staging from the Map view. The question now becomes: What mod permits it? *Installed on its own, it doesn't exhibit the above behavior, so it's some mod conflicting with it. -
I apologize for coming late to the party, but what mod is required for the HSI and Nav radios to function properly?