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dafidge9898

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Everything posted by dafidge9898

  1. How does Air Launch work? I saw it in the tech tree but couldn't figure it out. It says Airlaunch level 1. Edit: Never mind. I found something on it. Thanks!
  2. It's the same thing as what I wrote. The mu would cancel out with the one multiplied by the R unit vector, unless my parentheses are incorrect.
  3. FIXED. I broke the equation down into multiple lines of code and that seemed to work. It still doesn't point exactly to perigee but it's close enough. I'm trying to calculate an eccentricity vector for a rendezvous script. It is a vector that points from the center of the Earth to the perigee with magnitude equal to that of the eccentricity. The equation for this (I learned from my space mechanics class) is (1/mu)*((V X H) - (mu*R_unitvector)). The value for H is R X V When I do this calculation, it results in a vector equal in direction to the ships R vector with magnitude exactly 1. Needless to say, this is incorrect. I have taken into account that the R vector in kOS is actually pointed downward from the ship (just multiplied by -1) and that kOS uses a left handed coordinate system (also multiplied by -1 after cross products were taken). Am I doing something wrong? Or does the problem lie in kOS itself and I should stop trying (has happened before)? Edit: I am using Realism Overhaul and RSS
  4. I'd like to report a bug. I'm not sure if it's RO doing this so sorry if this is the wrong thread. Basically, patches of the ground start floating up as I approach the ground. I haven't noticed it when I'm ascending, but definitely when I'm descending. You can also crash into these ground patches, and I've observed them to be as high as 40km in altitude. They're not just stationary, either. You can see them moving upwards as you get closer. Logs: https://www.dropbox.com/s/i0vleh0p582wgqs/output_log.txt?dl=0 Pics: https://imgur.com/a/OcI3tEB It's actually kind of funny sometimes, until I end up crashing into one EDIT: I know the screenshots only show the moon, but it happens on Earth too. EDIT2: Narrowed it down to scatterer.
  5. Hi, I'm running scatterer on 1.3.1 with a RO/RSS save. For some reason, earth appears to be covered in some white sheet. Is there a fix for this? Thanks! Edit: Sorry, did not see the format for bug reporting. KSP: 1.3.1 Windows 64bit Problem: Everything but the ground is white Mods installed: Scatterer 0.0324 Various part mods and Realism Overhaul + required mods. No other visual mods except RSS textures Reproduction steps: Literally just start a new game. The sky is white, and when in map view, the planet is covered in a very opaque white sheet. Log: Image: https://imgur.com/a/P80BCaE Log: https://www.dropbox.com/s/i0vleh0p582wgqs/output_log.txt?dl=0
  6. That's one thing, it kind of just disappears after 20 minutes. The flight plan window is still open, but the actual maneuver information is gone.
  7. Am I doing something wrong with maneuvers/flight planning? I plotted a 50 minute long maneuver, but when I actually executed it, it did not get me in the desired orbit. I started the burn when it told me to, then I shut off the engines after waiting the specified burn time. Here is a picture from the map view just after engine cutoff: https://imgur.com/a/JTfUmdX I also noticed when plotting maneuvers that if RCS is on, even if active engine is selected, the flight planner still only plots the maneuver assuming the RCS thrusters are doing the work. This does not seem to be the problem in my case, seeing as with RCS on, the length of burn is approximately 1000 seconds, as opposed to 3000 seconds. Thank you for any help! Edit: Added information
  8. Is it possible to change the actual size of the kerbals? I play realism overhaul, and would like my kerbals to be average human height, not three feet tall. Thank you!
  9. I am trying to write a script for a landing near a target on the ground. I want to make it so the ship changes inclination slightly in order to be (almost) directly over the target when the de-orbit burn starts. To do this in the way I am currently thinking of I would need to use something like positionat(ship,time), but for the target vehicle (because planet rotation). If I replace "ship" with "target", it returns a vector consisting of NaN. Anyway, on to the question. Is there something that will let me predict the position of a target vehicle after a certain amount of time? Or am I going to have to do loads of math to figure it out? I really don't want to do any more math because I already did some calculus to derive the altitude for the (almost) perfect suicide burn. Any info is appreciated. Thank you! EDIT: Figured something out. Was able to 99% automatically land a ship within 1 km of its target on the Mun. The 1% being actually getting into a munar orbit in the first place! Further testing is required to see how versatile it is, but in theory it should work for any target anywhere on the moon (except if the target is directly on either pole) from any circular orbit that passes over the target with reasonable accuracy (the script fine tunes it) in a total of three burns. Changing some constants should allow it to work on any other non-atmospheric body as well.
  10. After either timewarping or loading the craft from the tracking station, my spacecraft completely disassembles itself and sends parts flying across the solar system at 50% the speed of light. I play realism overhaul on 1.2.2, so the save is heavily modded. Where this happens: it only happens when the craft is in deep space. For example, I'm sending a probe to Venus, but cannot perform the capture burn because my ship keeps exploding. output log: https://www.dropbox.com/s/i0vleh0p582wgqs/output_log.txt?dl=0 Thanks!
  11. I remember a few years ago there was a mod that let you change whether an RCS thruster was to be used for pitch, roll, translation, etc, by toggling options in the right click menu. In other words, it let you de-select some options so an rcs thruster could only be used for pitch, or roll, or up translation, or etc. I don't remember what the mod name is, but I know it was discontinued for whatever reason. Is there another mod that does this? EDIT: disregard this post. did not realize this can be enabled with "advanced tweakables" in the settings.
  12. Here you go Output log: https://www.dropbox.com/s/i0vleh0p582wgqs/output_log.txt?dl=0 Modulemanager.configcache: https://www.dropbox.com/s/86rl3y1zwamdl0z/ModuleManager.ConfigCache?dl=0 Thanks again
  13. I know my reentry profile is fine, and my craft is stable. I tested reentry with the Mk 1 pod, which is definitely RO compatible, and it still blew up, so I think it just comes down to tweaking some settings. Do you happen to know which settings to turn down? Thanks EDIT: I noticed there is a config file higher up, but I dropped that in the deadly reentry folder to no avail.
  14. Could anyone provide some tips on reentry in Realism Overhaul? I can't seem to do it without exploding. I explode even when using the lunar rated heat shield from a low earth orbit. My reentry vehicles are shaped like any standard reentry vehicle: the sort of conical shape. I go so far as putting payload fairings around the avionics, but everything still blows up in the end. This hasn't happened to me in previous versions of this mod and RO, so I'm totally lost. Any insight? Thanks!
  15. Do you mean the engines can't be throttleable at all? Part of RO simulates the fact that most liquid fueled engines are not throttleable.
  16. Recently started playing RO again. Haven't played for maybe a year. I've run into a problem with reentry - I can't. My heat shield always blows up, even if it still has ablator left (which, a lot of times, gets burned up quickly). Is it supposed to be this difficult? Some background info: I am using the heatshields acquired relatively early in a career game; NOT the lunar rated heat shields. I am, however, only returning from a low earth orbit. I have tried both steep and shallow descent profiles. I've also made my spacecraft as lightweight as practical. Thanks in advance!
  17. Thank you, it works now. I'll keep the bug in mind.
  18. Hello everyone! I have a question regarding my code; I am at a loss as to why one piece of it doesn't work. It's a when statement and its contents from line 39 to 44. It's supposed to start and finish a gravity turn. In the past (maybe one or two years ago) I used this same statement to perform gravity turns, and it worked out fine. I have since started playing again and it doesn't work for some reason. Some background info: I have many mods, including Realism Overhaul and its required mods. Code: https://pastebin.com/uBi6eTyA Thank you in advance!
  19. This may seem like a dumb question but please keep in mind I have very little knowledge of coding (other than my beloved, MATLAB). How do I run scripts written with editors like pycharm? I can get the spacecraft to do things but only by typing commands into the terminal. I have python 3.6. Thanks in advance.
  20. Does the 1.1.3 version not work in 1.2.2, or am I doing something wrong? Thank you Edit: I was doing something wrong. Ignore this post
  21. Not necessarily deep underground, but bases that you can bury underneath regolith or something. For example, this could work in accordance with Kerbalism and reduce radiation effects. And perhaps a part to help with that?
  22. 1.2.2. There's so much lag even at the KSC; It takes like four seconds to click on a building. But no rush, and thanks!
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