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aluc24

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Everything posted by aluc24

  1. Well, impact trajectories are not exactly fuel-efficient... And if I make it fuel-efficient by making the impact trajectory very shallow, it is difficult to tell if some mountain or hill won't be in the way. As I said, I usually make my deorbits just dozens of meters above ground, for efficiency. Is there another method that doesn't require impact trajectory? I remember using a formula back from my Orbiter days, s = vt / 1.5, where s equals braking distance (or distance from target site), v is initial speed, and t is burn time (I can get that from maneuver node). For some reason it doesn't work for me, I always land short of the site.
  2. But I'm not talking about killing the vertical velocity - I'm talking about the horizontal one.
  3. I am playing a new career in 1.2.2, and I made things really difficult for myself. I am trying to land on the Mun in a very specific spot (within 100m of target), using as little fuel as possible, using low thrust engines (TWR of 1.5 at Moon). First, I set the inclination so that the orbit goes over the target location exactly (using Trajectories addon to account for Mun rotation), then lower the periapsis above target location so that my trajectory, clears all obstacles just by 100 meters or so. And final part is executing the burn at the right time. This is the part I can't figure out. I set up a maneuver node, using Trajectories again to tell that my trajectory will hit the landing site after the burn is complete. The node it tells me that my horizontal velocity kill burn will take 98 seconds (570m/s). But even if I burn at half-burn time (49 seconds away from node), I overshoot the target site. Obviously, I need to burn earlier. But when? Something tells me this should be pretty simple math. I have a marker at the landing site, so I can always tell the distance. How do I figure out the distance from landing site when I need to start that 98 second burn so that I end up right over target when the burn is done? P.S. Oh, and I tried Mechjeb autopilot. Crashes the ship half the time, and it isn't nearly as precise as I need it to be. P.P.S. Maybe Kerbal Engineer has some readout that would help with this? I found suicide burn timings, but not ones for maneuver nodes.
  4. Very nice idea. Thanks. I will try it out.
  5. I see... Well, that's a pity, but it does make sense. No problem, I'll just unlock stronger reaction wheels then Thank you a lot for scouting this out.
  6. I see! I didn't figure that TCA could be so modular to improve even the simplest flight. Have you tried flying with reaction control wheels disabled? Is it still controllable?
  7. One thing I forgot to mention. I have SETI installed, which nerfs reaction control wheels. This pod can barely control attitude on it's own, so it all depends on the engines. You might want to try and disable reaction wheels on your craft when you test.
  8. No, no warp... How do you control it? I just enable TCA SAS, and then nudge WASD slightly... And then it starts wobbling until it crashes. Alright, let me know of your results
  9. @Beetlecat , @Jarin , thanks for looking into it. There's nothing special about this craft, it is as you see it. Oh, the small fuel tanks are set to Liquid fuel type only (with InterstellarFuelSwitch), but that should not affect anything. I am very early into the career, so I have only unlocked Attitude Control, Propulsion Control and Vertical Speed Control modules. Still, I believe Attitude and Propulsion alone should keep the orientation of the craft stable...
  10. I just uploaded a picture just above your post. I have Pilot's Assistant, but it is deactivated during flight with TCA.
  11. Sure thing. Here it is. Very basic, just for scouting mountains near KSC.
  12. Well, my total TWR is 4... It takes off just fine, TCA balances it well, but as soon as I try to change pitch or anything, the craft starts tumbling more and more, until it crashes
  13. @allista , one more question, if I may - is there any chance of using TCA with air-breathing engines? I made a craft with 4 Wheesley engines, but since their thrust response time is very slow, the TCA doesn't seem to be able to control it. Is it even possible?
  14. Thank you! I somehow missed it. Unlocked it, but didn't purchase.
  15. @allista , I just started using your wonderful addon. It works just fine in Sandbox. But in Career, I can't seem to understand how to unlock it. I have already unlocked Propulsion Control Module and Attitude Control Module. Still, TCA says "TCA Subsystem NOT purchased. Get it in R&D first". Have I missed something? I can't find anything in R&D that would look like a "core" module. Every pod or probe core I have says "TCA: unavailable". What do I need to do?
  16. I see. Thank you very much for taking the time to explain this to me. Hope it all goes well with your addon developments!
  17. Thank you for the explanation. So you're saying there is no way to make nights darker without making days darker too?
  18. I see... But, um, the minimum value is still way too bright in-flight... Here's a screenshot: хостинг картинок бесплатный
  19. Sure. I am running KSP 1.2.2.1662, 64-bit. My mod list: Steps to reproduce: in KSC, click Minimum Ambient Lightning button, slide the slider all the way left. Click MAL button again to close the slider window. Enter VAB. Exit VAB. Warp to night and see that ambient lightning levels have reset to default. If I open MAL window again, the slider is where I left it, but the lightning levels are not. It is likely a mod conflict, but I can see nothing on my list that would indicate any potential conflict. Let me know if you need any further info. Hope it helps.
  20. @Red3Tango , I think there's something not right with the latest version. Slider does work, but after time warping or switching scenes, the default minimum ambient light overrides that setting (even though slider stays in place). I can provide logs or whatever you need, just tell me.
  21. Thank you very much for such a detailed report. Your approach towards quality is most respectable. I'm also very glad that this project is in good shape, and I bow my head low in appreciation of the valuable time and effort you put into it. Thank you again.
  22. Yeah, that's what I did, I read the last 5 pages, and that's what made my worry that the project is stuck for good
  23. I see... Well, in that case, I apologize. But I can't think of another way of finding out whenever the addon is abandoned, stuck, or still very well in progress... I don't mean to hurry the creator, only to find out if the project still has hope to be ever updated.
  24. While risking to bend the forum rules a little, I would like to ask, if I may, with no pressure whatsoever, if FAR will be updated for KSP 1.2.2 in any foreseeable future? I have a lot of respect for @ferram4 , and it is completely understandable if there some reasons or problems, which is totally fine, it's just that I'm delaying my upgrade to 1.2.2 because FAR is just that good. And I'm just trying to make a decision whenever I should wait some more, or do the upgrade without FAR. Again, totally no pressure, and a lot of respect and gratitude for creating and maintaining this wonderful addon. Just wondering if the project is stuck, because sadly, a lot of mods were abandoned by their creators lately due to technical difficulties or real life problems. Since this update is taking a very long time for FAR, I'm begging to fear the worst. Hope I'm no overstepping my boundaries with this inquiry. Thank you... *covers head in anticipation of a meteor storm from moderators*
  25. Hi, @Yemo , I couldn't find if this was mentioned anywhere, but is SETI compatible with Outer Planets mod? If not, are there any plants to add compatibility and balancing?
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