okder
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KSP Interstellar Extended Continued Development Thread
okder replied to FreeThinker's topic in KSP1 Mod Development
that's probably their fix for multi star universes, some solar panel gives NAN % value, but 0 charge(others panels gives normal charge and normal sun coverage in same time), and that's in turn makes kspie crazy, stock ksp power works normally without kspie. -
again it's simple 2 clear bugs with corrective steering: 1. incorrect inclination in the end (mostly by cicrularization burn) 2. incorrect pitch in the end of gravity turn (at border of atmosphere), so it initially kills vertical velocity, and not restore (some positive) vertical velocity in the end of burn, when it's critically needed. i.e. when you slowly begins to fall down (almost reached orbit velocity) it's pretty clear that you need to pitch up to prevent fall down, no high maths or programming skills required to see that, and yes i do have knowledge how to fix it, but compile whole mechjeb (not only ascent guidance), and testing it after fixes, and posting fixes itself requires a lot if time (all of that requires several times more time actually than simple to fix a bug).
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0.53 on border, if you have at least 1700 dv in first stage, with low ascent profile (<40) you going to make it but you need to pitch up manually, and burn continuously (low ascent profile actually guaranties that), but if first stage have less than 1700 dv you having a big problem, in border cases that means you would spend too much delta-v from second stage, or not going in orbit at all.
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it's low, so unless you have ascent angle 40 or less (depends on how much deltav in first stage), you don't make it, and here comes MJ bug which i am talking about - it does not pitchup in end of burn. problems start if ascent angle lower than 40, in last test it was 34, and it still goes ok without steering correction, and it will be ok if abort MJ, right at apoapsis and manually pitchup so vertical speed would be still positive, again it's optimum orbit profile, if you use 50 ascent profile you lose a LOT of delta-v (with starting TWR > 2). as for other mod, i too prefer mechjeb just because it could do many things(in compare to only gravity turn), but that's not excuse for clear bugs.
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@ansaman you just not right, because with corrective steering enabled vessel pitch down hard near end of atmosphere, and don't pitch up even if vertical speed becomes negative (it's going leveled with horizon), i.e. it's loosing vertical speed intentionally (which in some situation could give profit, but did not restore it when it absolutely needed)
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KSP Interstellar Extended Continued Development Thread
okder replied to FreeThinker's topic in KSP1 Mod Development
strange bug detected (and no log entries) - all solar power is drained away without reason (i.e. drainage exactly the same as solar power input(with small delay for several frames), battery power still lasts according to real usage, but no solar input (i.e. all solar input according to megajoules management display drained for unspecified reason), 1.3. no kspie parts used. -
new feature (inclination fix for circularization in ascent guidance) is very buggy some times loss even sign of inclination, or just uses incorrect longitude of ascending node, which preferable should be defined as separate field in parameters at start (because properly to start ahead leaving time for vertical take off phase ), old ascent guidance autopilot bug still there : when craft reaches turn end altitude with corrective staring enable it some times did not advance apoapsis to required height, i.e. allowing negative vertical velocity, so when orbital speed reaches correct absolute value (and apoapsis equals to required height) vessel is actually going down to dense atmosphere i.e. it should pitch up (if burn still going on with corrective stearing enabled) when vertical speed reaches zero, but it does not (because thinking that craft is out of dense atmosphere- after turn end altitude), same or worse may happen if craft fully out of atmosphere but it's vertical speed negative before reaching apoapsis.
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it definitely works ( MJ 2.6.1 ) with proper part mounted of course, but new features (inclination at circulation - is very buggy)
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updated for 1.3.0, but language related logic in 1.3.0 for science topics even more buggy than in 1.2.2
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KSP Interstellar Extended Continued Development Thread
okder replied to FreeThinker's topic in KSP1 Mod Development
more about overheat bug: thermal nozzles engines stop's cooling by conventional ksp methods (incorrect heat transfer to radiators, or other parts) when in high speed atmosphere (even if it very sparce on edge of space) engine is enabled (hydrogen usage), i.e. temperature does not lowers, but temperature of other (connected) modules grows. -
it's rss translated by kermans (as rss itself don't have proper usage of brand new translation interface).
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KSP Interstellar Extended Continued Development Thread
okder replied to FreeThinker's topic in KSP1 Mod Development
i think more correctly just make that warpdrive consumes antimatter and much less amount of energy. -
KSP Interstellar Extended Continued Development Thread
okder replied to FreeThinker's topic in KSP1 Mod Development
this behavior highly depends on tech researched, and on conditions in which plane was before that situation, with all tech researched problems with critical overhearing on ascend stage gone, but after i did return from orbit (5600 m/s in my case, none of equipment was destroyed only nose parachute and capsule was very hot (75% of critical temp)) and restarted engines near surface at 300 m/s all air breathing engines started to critically overheats (almost same plane, different wings and fuel bays, twice less intakes, but also no precooler for back intakes for vertical landing). -
KSP Interstellar Extended Continued Development Thread
okder replied to FreeThinker's topic in KSP1 Mod Development
practically it's very easy to prevent overheating of thermal nozzle on cryogenic fuel - just pump more fuel, this will cause loss of isp(and so internal temperature) and improvement of thurst (due to energy conservation). P.S. non reagent cryogenic fuel i mean, i.e. no afterburner, or other chemical reactions in nozzle. -
KSP Interstellar Extended Continued Development Thread
okder replied to FreeThinker's topic in KSP1 Mod Development
thermal ramjet directly connected to reactor overheats both on atmosphere(precoolers in place!) and on hydrogen thermal turbojet on same plane connected indirectly(only through mk2 bicoupler) to same reactor don't overheats in same conditions (on both fuels). also thermal launch nozzle don't want to switch to lox propellant. p.s. still waiting when ramjet would work correctly on high speed - it's thrust should be limited only by atmosphere (from intake) presents (no speed curve, no altitude curve!) and probably precoolers should drain power and produce wasteheat in case highspeed atmosphere, on high speed drag (from intakes and other parts) should become greater than ramjet thrust(which is constant while intakes gives enough atmosphere) AIAA-2010-1125.pdf (fig 5. there) -
KSP Interstellar Extended Continued Development Thread
okder replied to FreeThinker's topic in KSP1 Mod Development
bug: when tank switches fuel type in flight it's empty mass changes. -
i can't do slow check for upgrade was made (for that particular lab) each frame, i am doing it now on OnStartFinished , but that's not cover time-span after retrofit was done, and before next load occurs, but i can do it additionally on event VesselWasModified , you could choose other event of course if you wish. alternatively i could use GameEvents.OnScienceChanged and check next frame after it occurred, it would be small overhead however, and hack (because you charge science as currency for retrofit, if you would change that this behavior should be also changed)
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@FreeThinker probably would be better if you will fire onVesselWasModified when retrofit is done.
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@FreeThinker that does not care about retrofit interface, i.e. it will work without retrofit, i would probably try to read isupgraded field from FNPlugin.ScienceModule but that would be slow (reflections) so i would do it only once at OnStartFinished, i.e. reload would be required after retrofit. PartModule m = part.Modules["ScienceModule"]; if (m == null) return false; return m.Fields.GetValue<bool>("isupgraded");
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KSP Interstellar Extended Support Thread
okder replied to FreeThinker's topic in KSP1 Mods Discussions
could you be more specific where to look (kspie pretty large) ? -
KSP Interstellar Extended Support Thread
okder replied to FreeThinker's topic in KSP1 Mods Discussions
however you should remember that FairLab code don't use stock ResearchLab module at all, it uses it's own module(and settings, i showed config example), stock data storage was set to zero, to disable data, other functionality (clearing experiments) from unmodified stock.