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Lan_Morehell

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Everything posted by Lan_Morehell

  1. I am now playing around with the mod, and it looks very impressive. The question i have is how many launches are needed before it will find an optimum trajectory? RIght now I can see the strange thing: I am trying to shoot 140t rocket to a 90 km circular orbit. First guess is average, of course. it takes something like 73-13 for speed and angle. the result is 3496 total burn. 2nd. Than it takes shallower turn (59-15) and gets MUCH better result of 3370 total burn. 3 rd attempt is like 95-10 (Okay, we are tying extremities) with 3700 total burn... +300dV... something to consider. So I expect it at this point to experiment more with shallower ascends, but indeed GT starts to play around the average values between 2nd and 3rd steadily decreasing the change and by 10th iteration It almost gives up with average values that are far from best result in terms of total burn (something near 3600).... Thats really strange And what really messes my brain is that according to log, total losses are steadily decreasing... How could that possibly be?? I have to write down the attemts and the manually use the one giving the best result (usually the 2nd or the 3rd one). Using button "Best previous result" always revertst to previous launch instead of the one with best total burn. What am I doing wrong?
  2. Hi! Thank you for the great work! I have a little problem running the mod It really releases any constrains when out of atmosphere, But is it possible to do the same within? It is still locked to 4x ;(( Therefore, flying on a prop plane 700 kilometers in order to take science from biome or complete a contract is still a PAIN, even with autopilot ON... you have to walk around the computer, giving it a glance once for a while... and it takes LOONG
  3. Hi! Could please anybody tell how to install the test version of FAR on 1.2.1? I have tried to download the "KSP_update" branch as ZIP and then copy "Game data" to "Game data" No signs of FAR in the game....
  4. Wow! Whats that green ATT indicator? HUD? Where to get one?
  5. One more question please: How can I iterate the waypoints. I have several groups of waypoints generated (waypointgenerated1, 2 etc) and want them to be visited in sequence via VisitWaypoint. i.e: 1. Visit waypoint 1 from group 1 2. Visit waypoint 2 from group 1 ... N. Visit waypoint last from group 1 N+1 Visit waypoint 1 from group 2 and so on, in sequence. But when I try to use iterator, it always comes with unability to parse name. ITERATOR { type = Waypoint waypoint = @/waypointgenerated2.Waypoints() } This does not work anything like this ITERATOR { type = Waypoint index = @/waypointgenerated2.index() } says that it does not know what "index" is... the same with Name() When I try to use ITERATOR type int - it passes checks ITERATOR { type = int index = [1, 2, 3, 4, 5] } But... actually it does not convert it into 5 actual waypoints Not even saying that it is not related anyhow to the waypoint group.... What would be the right way so sequence waypoints in groups? Of course I can just put them manually one after other, but making this with 60 waypoints is.... bviously not an elegant soulution
  6. Got it!! Thanks, that worked! but i had to use add function instead
  7. Hi! I'm trying to make my first contract It requires player to visit 4 different biomes. 3 of them should be random, and one preselected. I'm stuck with determining the list of biomes. here is how I'm trying to do that: DATA { type = List<Biome> hidden = true biomestovisit1 = HomeWorld().Biomes() biomestovisit2 = @/biomestovisit1.Where(s => !s.IsKSC()) biomestovisit3 = @/biomestovisit2.Where(s => s != “Poles”) biomestovisit4 = @/biomestovisit3.Random(3) biomestovisit = [@/biomestovisit2, “Poles”] } PARAMETER { Name = Measure Temperature type = CollectScience experiment = temperatureScan recoveryMethod = RecoverOrTransmit ITERATOR { type = Biome biome = @/biomestovisit } } It returns me a big number of exceptions. [Exception]: DataStoreCastException: Cannot cast from System.Collections.Generic.List`1[ContractConfigurator.Biome] to ContractConfigurator.Biome. [Warning]: ContractConfigurator.ConfigNodeUtil: Got an unexpected exception trying to load 'biomestovisit2' as a list: [Exception]: NullReferenceException: Object reference not set to an instance of an object And so on. I have tried to solve this problem in other ways (defining it through ScienceSubjects for example) But I always get something like :incorrect method for class Biome" or "exception when defining biome as a list" What am I doing wrong?
  8. Hi! I'm trying to make my first contract It requires player to visit 4 different biomes. 3 of them should be random, and one preselected. I'm stuck with determining the list of biomes. here is how I'm trying to do that: DATA { type = List<Biome> hidden = true biomestovisit1 = HomeWorld().Biomes() biomestovisit2 = @/biomestovisit1.Where(s => !s.IsKSC()) biomestovisit3 = @/biomestovisit2.Where(s => s != “Poles”) biomestovisit4 = @/biomestovisit3.Random(3) biomestovisit = [@/biomestovisit2, “Poles”] } PARAMETER { Name = Measure Temperature type = CollectScience experiment = temperatureScan recoveryMethod = RecoverOrTransmit ITERATOR { type = Biome biome = @/biomestovisit } } It returns me a big number of exceptions. [Exception]: DataStoreCastException: Cannot cast from System.Collections.Generic.List`1[ContractConfigurator.Biome] to ContractConfigurator.Biome. [Warning]: ContractConfigurator.ConfigNodeUtil: Got an unexpected exception trying to load 'biomestovisit2' as a list: [Exception]: NullReferenceException: Object reference not set to an instance of an object And so on. I have tried to solve this problem in other ways (defining it through ScienceSubjects for example) But I always get something like :incorrect method for class Biome" or "exception when defining biome as a list" What am I doing wrong?
  9. What aircrafts really lack in KSP is: 1. Necessity of large crafts (either passenger or cargo) 2. Science Playing with engineering tech tree with aircraft opened first, you really soon come to a point where you just have to go to space and give up airplanes in order to unlock the next tech node. - It would be great to develop aircraft missions with science rewards, like "delivering the scientific mission to north pole" "bringing supplies to the north pole mission" and "north pole mission return". with , for example, 50 science reward.... Or to deliver a scientist to several different location in one trip so he could do some experiments....with science reward of course - Round the globe missions - some missions using the far abandoned airfield on Kerbin, maybe desert Pyramids and so on Of course I understand that its easier to say than to do but just to give an idea
  10. Hello! Could someone please explain me the flaps mechanism in FAR? It seems I'm doing something wrong, as Flaps dont behave as expected Taking the simpliest craft with wing and flaps: Here what we have with flaps up: What should we expect when extending flaps? Cl should increase, Cd should increase also, lowering the overall L/D Max. But... As we nas see, The L/D really lowers, Cd really rises... but. Cl max also lowers!! that means we cannot get more lift, and therefore we cannot fly at lower speed with flaps extended... Tried to test that in flight. 1. got the craft flying wings level, altitude hold at 2500. 2. extend flaps to landing config 3. Slowed down to 55 mps (AoA 15 degrees). Flies smoothly and stable 4. retracted flaps to up... NOTHING! It shoud have had stalled at the same moment I'd selected flaps up. but no. It continued to fly without any problem So the question is: How to get real operational benefit from using flaps? Ideally please show sreens on how to properly install them, what is the right deflection angle to really lower the approach speed.
  11. Thank you! I'll try shutes as well as flaps! Regarding the vertical speed, it is about 5.5 mps. And what I'm concerned about is that it does not change even 0.1 mps from final to touchdown. The airplane just does not flare. Also i cannot notice any pitching up from the threshold when viewing from the side. It literally flies into the runway.
  12. Well, I am really afraid to slow down further, as my craft is approaching at 75mps, with AOA around 9 to 10 degrees
  13. Hi! Can the flare function be edited in any way? Everything was just perfect in 1.0.5, but in 1.1.3 my planes seem not even trying to flare. They hit the runway without reducing vertical speed. such a hard landing does not seem good at all, as plane at least skids off the runway. I have tried to add a few meters to FLARE and STOP waypoints, but wit no visible effects
  14. Hi everyone! I have a small problem with SETI in 1.0.5.. I don't see neither RT-10 hammer nor MechJeb which should be available at the start according to the tech tree... The only engine available for me is KESTES-1. I also don't see batteries What could it be?
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