aluc24
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Everything posted by aluc24
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@taniwha , I just tried it out, great addon! But I am also using Kerbal Construction Time, which also makes you wait until craft is built (as opposed to the insta-build in vanilla). KCT and EPL would work great together. The problem is, they are not balanced. EPL build times seem to be very fast. Craft that takes weeks to be built on Kerbin takes just hours on barely manned station with EPL. I talked with creator of KCT, and he said that if EPL had some configuration options that affect build times and maybe some API hooks, these two wonderful addons would work very nicely together. Do you think you could add configuration/preset options that would allow balancing between EPL and KCT? Hope I'm not asking too much... Again, great addon!
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Slingshots for decelerating
aluc24 replied to aluc24's topic in KSP1 Gameplay Questions and Tutorials
Just tried, and it worked! Thanks a lot. I know now what is to be and not to be expected from slingshots -
Slingshots for decelerating
aluc24 replied to aluc24's topic in KSP1 Gameplay Questions and Tutorials
Okay, I see. So what do I do if the velocity is still too high for aerocapture? How do I minimize periapsis velocity during next pass at Kerbin? -
Slingshots for decelerating
aluc24 replied to aluc24's topic in KSP1 Gameplay Questions and Tutorials
Here's one more screenshot after another slingshot: notice how the orbit has reduced drastically, however, the periapsis has dropped well below Kerbin's orbit, and apoapis is still too high. Whatever angle I set for the next slingshot (even if it goes through the Kerbin's core) won't provide an orbit that would match Kerbin's. It appears that no matter how I slingshot, I cannot reduce relative velocity to Kerbin any more. I can move periapsis and apoapsis up and down, but I can't reduce eccentricity. I'm not sure I understand you... I may have mis-phrased what I meant before: I want to reduce my orbit's eccentricity during slingshots around Kerbin until the vessel orbit matches Kerbin's orbit. -
Slingshots for decelerating
aluc24 replied to aluc24's topic in KSP1 Gameplay Questions and Tutorials
Here's two screenshots to better illustrate my meaning: first one is before braking slingshot around Kerbin. Notice how the orbits are almost tangent to each other.The second screenshot is after braking slingshot. The orbit has decreced, but the angle between craft orbit and Kerbin orbit has increased for the next intersection. If I do more slingshots, that angle will increase further, no matter which side of Kerbin I fly past (prograde or retrograde). I want to minimize that angle. How do I do that? -
Slingshots for decelerating
aluc24 replied to aluc24's topic in KSP1 Gameplay Questions and Tutorials
Thanks for quick answer, guys. The problem is not the inclination: it is the angle of the orbits on the same plane. For example, when you do the Hohmann transfer, upon arrival, the angle between your craft orbit and the target planet's orbit is zero on the intersect path (in other words, both elipses are tangent to each other at that point). When I do my slingshots, they are never tangent; instead, the angle is big, and that increases relative velocity. The more slingshots I perform, the larger this angle becomes. Again, I'm not talking about inclination, but the angle between vectors on intersect point. -
Hi, I am a bit confused on how to use slingshots to slow the craft down. Example: I played around with the Jool Aerobrake scenario from the stock game + Outer Planets addon. Using slingshots and just under 1000m/s dV, I visited all the planets in the Kerbol system. Now, I want to get back to Kerbin. I've got an intercept, but the relative velocity is too big for aerocapture. So I'm trying to use multiple slingshots past Kerbin to slow down before finally performing said aerocapture. The problem is, my vessel orbit around Kerbol isn't just touching Kerbin's orbit, but crossing it an a steep angle. No matter which side of Kerbin I slingshot past, I cannot make this angle less. I already performed 8 slingshots past Kerbin, but I can't seem to slow down enough for aerocapture. Either I raise/lower periapsis and apoapsis, but the angle remains the same. So my question is, what is the correct procedure to use the same planet and multiple slingshots past it to slow the craft down in relation of said planet? How do I minimize the orbit intersection angle?
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I just tried Dynawing re-entry scenario in 1.2.0.1586. Made a quicksave in close approach to KSC. Landed safely. Then loaded the save again - and now, the wings break off a split second after the save loads. I heard of this bug in pre-release, but this is now 1.2. Is the bug still persistent? Or is there another reason at play? Unmoded game, plain vanilla with default settings, no cheats.
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I just installed 1.2 (not pre-release). No mods yet. The problem I'm having is that once KSP loads up, it immediately loads Default career save, and goes into the tracking station. This would be a great feature if it were configurable - if I could turn it on and off, and specify which career save to use. But it always uses Default career. I tried deleting the Default career, but then the game re-creates it the next time I launch it, and goes back into tracking station again. Can somebody explain this? I'm not sure if my computer specs or anything is relevant, so I'm skipping that part. As I said, no mods, build 1.2.0.1586, installed through Steam, though launched from shortcut.
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Oh, sorry, somehow, I missed that post. Will report as soon as I can.
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Uh... Well... My save depends on a quite large number of part mods, so if I remove them, I won't be able to load up that save... By the way, I don't think I have something like "procedural docking port" mod. But I do have an older, not-updated version of Tweakable Everything, it might be related... So what should I do?
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No, it is set to False. All my settings are default from the installation, I never changed or modified anything...
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@ShotgunNinja Hi again, just making sure if you saw my post on this page, I got the oxygen prediction problem again...
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Hey, @ShotgunNinja , guess what... The oxygen prediction got stuck again Worked fine for days now, and then suddenly, again... Really, this must bother you a lot by now. Here's my save file, and here's the log... (try Quicksave.sfs, and check prediction for KSS Science Module). I have no idea what caused it this time, but I think it happened after the latest switch between vessels through Kerbal Alarm Clock, when a alarm window popped up saying to pay attention to a certain ship, and I pressed "jump to ship". Maybe totally unrelated, I'm just shooting in the dark.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
aluc24 replied to tomek.piotrowski's topic in KSP1 Mod Releases
How do you make it work? Press W for 20 seconds, wait a minute, and then watch rover go 20 meters? Kind of gets frustrating, I think -
Yes, that's the vessel. Right, somehow I thought oxygen was unstable too. So, if it's not an immediate issue (not threatening to kill Kerbals prematurely) then I guess it's just a minor inconvenience. Thank you for taking a look at it. I'll report if there'll be any more problems. Keep up the good work!
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Okay. Try loading with just these, I hope I didn't forget anything: KAS KIS KerbalEngineerRedux RemoteTech SCANsat Let me know if you need anything else. And thanks.
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You're not abusing, I'm happy to help You're making and maintaining a wonderful mod, available for free, so the least I can do is report issues and try this and that. I noticed this thing in Space Center (I often time-warp a lot in Space Center, with Planner windows open to keep track of the mission supply status). I now tried warping with my station active. The estimates for it are not dancing, but then again, I can't go over 50x in that altitude. Now I tried the same thing with the new dll. The estimates still dance wildly at Space Center... Anything else I should try?
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It seems to have fixed the issue. Thank you very much. I'll keep an eye on it, and report if there are any more troubles. By the way, is it normal for food/oxygen consumption prediction to jump around with time acceleration? For example, it fluctuates between 33 days, then 8 days, then 16 days, 11, then 33 again when I turn off acceleration... Just worried if Kerbals won't die in a split second during acceleration if the prediction drops down to zero for some reason.
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That was quick! If I may ask, what kind of issue?
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@ShotgunNinja , I'm afraid there are still problems with oxygen consumption. After you told me to update to 1.1.1 and to set CO2 to zero in save file, everything worked for a while, but now suddenly, in my station, oxygen reads "perpetual" again - and this time, setting CO2 to zero doesn't help anymore. Sometimes it changes into "368 days", but doesn't diminish either. What's more, food consumption is stuck on 33 days and 5 hours, and not moving, even though there are Kerbals on the station. Also, I got numerous failures on my probes - engine, solar panels, etc. Like a dozen failures in a single Kerbin day. Way more than usual. Something is definitely off. I didn't make any changes in my mod list or settings, all worked fine until yesterday, when suddenly, things went bizarre - food, oxygen consumption froze, probes went haywire. This is my save file (persistent): Save file This is my log: Log My mod list hasn't changed. Could you please take a look and tell if you see the cause? P.S. I tried updating to 1.1.2 version you just released, but it didn't make any changes.
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@ShotgunNinja Hey, sorry to bother you again. I installed 1.1.1, and removed CO2 from all my vessels in savegame file. However, on my station, oxygen still stays at "perpetual". Did I miss something? It fixed itself after docking with that station. Sorry for false alarm.