se5a
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KSP2 Release Notes
Everything posted by se5a
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If you've got a sas modual or a good enough pilot kerbal then this is the easiest way: Get close to your target, cut your ralitive speed to 0. point your docking port to your targets docking port. select the docking port on your ship and click "Control from here" Target your *Targets docking port* do sas point at target. use RCS to slowly bring yourself to dock. If your target can rotate it's even easier: Switch to the target, Control from it's docking port, target your ships docking port and sas point. switch back to your original ship. your target will stay on sas and keep it's docking port pointed at your docking port, with both your target and your ship both controlling from, targeting and pointing at each other's docking ports, it's extremely easy to just rcs yourself to a perfect dock. In a nutshell: Control From Here on my Docking Port Target targets Docking Port component. SAS Point at Target.
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Does using the built in alarm clock or KAC and switching to the KSC (or switching to any other object out of physics range should work) fix it for you?
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I tend to suspect the root of the problem is not rounding errors, but something causing the game to not put the entity into a rails type Kepler orbit, which thing causes it to keep it in the physics loop which is where you're possibly getting the rounding errors, or a phantom force. This could be caused by Kraken drive type physics bugs and or something very similar. ie the game thinks there's a force acting on the ship, so it says in the physics loop. Last time this happened to me (yesterday) I solved it by switching away from the ship to KSC before enabling warp. this *should* force the ship out of the physics loop. (I use Kerbal alarm clock, which stopped warp and switched me back to the ship when it needed it)
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PopupDialog and the DialogGUI classes
se5a replied to DMagic's topic in KSP1 C# Plugin Development Help and Support
Ah ok that makes more sense, I'll try see if it'll let me set the text on a DialogGUILabel for updating text. -
PopupDialog and the DialogGUI classes
se5a replied to DMagic's topic in KSP1 C# Plugin Development Help and Support
The one called every frame, how much of the dialog code needs to be called every frame though? the first example in this thread appears to have everything in there, however noone has discussed that here, it doesn't feel like an instantmode type gui. https://gist.github.com/se5a/e56dbe2aa78336b9715d86b5f9517d48 -
PopupDialog and the DialogGUI classes
se5a replied to DMagic's topic in KSP1 C# Plugin Development Help and Support
So I tried this to show some simple data, no toolbar buttons or anything, just: if (HighLogic.LoadedScene == GameScenes.FLIGHT) in the Update function. however it seems to be stopping me from clicking anything else, ie even hitting escape I can't click any of the buttons in that menu. had to force quit the game to get out. -
Awesome, I assume for multiple engines I'm going to want if(engine.staged && !engine.engineShutdown) to get the current stage and active engines? Is there some documentation somewhere that explicitly states what each of the functions/methods do/return? I'm somewhat disappointed there's not even the normal C# xml trippleslash comments on them. I realize a lot of this could be figured out by trial and error, but it takes wwwwwaaaay too long to restart ksp to easily figure it out. (I assume there's no way to hot reload a mod right?)
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I might just set it and not come back to it till it's arrived. it might be fine that way. Yeah that doesn't even work, I even tried editing the save file to disable the BV module, but nope. I might have to remove it entirely from the rover. I really hope ksp2 doesn't have these problems.
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unfortunatly that seems to blow other things up
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This thing keeps getting launched up into the air when I switch away from it if BV is active and has a target BV 1.4.0 from CKAN and KSP 1.12.2. It's not just spawning at height, but actually getting launched straight up, ie I'm switching to another craft in physics range. Edit, it apears to happen if I switch to something just outside physics range (but close enough to use the [ and ] keys), then switch back to one that is in physics range.
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Trying to write a simple calculator that does the math for this: I'm trying to get the burn time, which I can do with Tsiolkovsky's rocket equation, (calculate the amount of fuel burned for a given ΔV , and divide by the burn rate) but for that I need the exhaust velocity (Isp), and burn rate for the active vessel, how do I get those? I've done a bit of searching on here and google, but it's not clear. I don't think I need to worry about atmosphere just vacuum.
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Changes to Your Kerbal Account [Discussion Thread]
se5a replied to StarSlay3r's topic in KSP1 Discussion
You guys do realize than an over zealous password requirements actually REDUCES security right? -
This ship has some sort of kracken drive affect. which is extremely problematic when trying to dock with stuff, since it's an orbital tug/junk collector, it tries to intercept stuff a lot. it doesn't have any landing gear, or docking ports facing each other, a little bit of part clipping, but not a lot.
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[1.12.*] MOAR [x] Science! - KSP Science report and checklist
se5a replied to linuxgurugamer's topic in KSP1 Mod Releases
Not sure if this is because the save is from an earlier version of ksp, or what. but at desert launch site here and now doesn't trigger in ksp 1.12.2 [x] science 6.0.0.8 CKAN: you can still get the science if you run the experiments fortunately. -
Spacy McShipface
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The copy pasting and and the use of subassemblies of robotics with the KAL is completely furbur. I've been trying to make a walker, but its such a slow pain in the ass to create the tracks, which in itself is a pain, becomes stupidly annoying when you can't copy and paste a complete leg. and sometimes mirror causes the hinges to rotate or angle the wrong direction or something
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