

DerGolgo
Members-
Posts
156 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DerGolgo
-
Need an nth opinion regarding fuel and inertia
DerGolgo replied to DerGolgo's topic in KSP1 Gameplay Questions and Tutorials
It has been my experience that the game burned high priority tanks first. Been using the flow priority feature for some time. I'll try what you suggest, as it is no effort to load the game and fiddle the priorities around. But I am quite certain that, whenever I used the feature in the past, higher priority tanks got burned first. -
Okay, situation: Been trying to carry my vastly oversized Duna lander to, well, Duna. The mission objective: do it in about as silly a manner as possible, more or less. The conundrum: This is about my fourth ship I have build for the purpose, the third fundamentally different design. I thought I could be clever by arranging fuel-tanks in a train-like manner, so that I could just run the engines from the one at the and and drop that once it's empty. AGX and very many click-clicky sessions on the flow-priority buttons, the old Drainex fuel meter from SmartParts, that should sort it. 'xcept it don't. As you can see in the video, the fuel drainage is ridiculous. LH2 fuel is drawn from the tank with flow priority 0, while oxidizer gets drawn from buggerifIknowwhere. And the tank at the end, with flow priority 90, parts with not a drop. Explanation I have for it: inertia is, of course, shoving the fuel away from my engines here, and the fuel pumps can't keep up. Only solution I could think off, open TAC Fuel Balancer, set the tank I wanted to drain to "transfer out", and set ALL other tanks to "tranfer in", set the transfer rate to 100 and try dialing the throttle back until the fuel tanks can keep up ... has failed. I thought of it while writing this and just tried it, no joy. So, have I indeed seen the error of my ways, is Dunacraft III - The Cryo Strikes Back just an idiotic design that I really should have used hyperedit to test before spending hours assembling the damn thing in orbit? Or is there ANY way of making this work? Like I said, I wanted to do it in as silly a manner as possible. Pretty sure there are ways sillier ways of doing it. But this one, hauling that trainload of disposable tanks, I kinda like that. And, fully expecting that, as usual, I only get things right when I try and work out what I got wrong earlier, am already mentally designing Dunacraft IV - The Last Cryo. But I really kinda like this one ... any advise is welcome!
-
Just tried it with Draggabel Navball and Draggabel Altimeter. They both shove around nice, switching between map view and craft view looks smooth. Only issue I have is that the navball will always reappear when I go to craft view, no matter the setting I make in Navball Adjustor. But I suspect this issue is entirely unrelated to the Draggable mod.
-
Great, cheers! About the stabbing, though. I don't know your local idiom, so for all I know, you really should buy me dinner first! EDIT: Thanks, @Brigadier! I was so fuzzled with mods and updates ... I swear, I would have sworn, I was as certain as the sky is gray that I had had it in the update-ready GameData folder. Upon closer inspection, I didn't. I had even noted in my addon spreadsheet, where I document my addons and versions thereof and stuff, that I had moved this and Draggable Altimeter out for the 1.3.1 update. Clumsy. It's a state of mind. Gonna try it now, so I may have to cancel on that stabbing after all, @Error_Sophius!
-
Is there any chance this might get an update for 1.3.1? For me, at least, it's not working therein. And I miss it. Much.
-
transfer calculator [1.12] Astrogator v1.0.1
DerGolgo replied to HebaruSan's topic in KSP1 Mod Releases
@HebaruSan you mentioned I should stop by here if I had any other crazy ideas. Well, if it's already a thing, I apologize, and would greatly appreciate any hints on how to do it. Astrogator always shows me the lowest ∆v transfer that's coming up. And which might be some time out. Time which I may not wanna wait, or cannot wait because of life-support limitations. So if there was a button to cycle through other, sooner transfer windows that Astrogator can set up for me, that'd be ossum. Alternatively, maybe the option of specifying available ∆v and target, or total time available to reach the target (including the wait until the transfer window) and Astrogator working it out from there? -
Wheeee!! That solved it, game started right up!! THANK YOU! Seriously, with the sheer number of Mods I use. I seriously expected it would take a few more days of finagling to get to the main menu! In case you are still looking for feedback regarding the developmental version of the mod, here's the output log of the successful startup: https://drive.google.com/open?id=16fOGF_gMinERL3X1KJWpZc2PHtEtdDh3
-
Hiya, I'm sure this isn't the feedback you're looking for, @blowfish, so I'll apologize in advance. I've once more tried updating to 1.3.1. With the last released version of B9PartSwitch, and also with that development build from that November 21 post, I keep getting the following error message: This is because of one or more other mods not playing nice, of that much I am certain. However, I cannot figure out which one it could be. I am utterly incompetent at reading the output log. I would greatly appreciate any help in figuring out what I have to kick so as to get to the next fatal error that inevitably waits beyond this one. Output log: https://drive.google.com/open?id=1SbNYRh47YkGpkfLZgrIc62qB50-a3Qc9 List of presently installed Addons: https://drive.google.com/open?id=1UfTnNKv7ZYYIlSN-0fOo3-IgWkQJyxJZ
-
Couldn't find it with searching for terms I could come up with, so I dunno if this question was asked before. Read the manual, but couldn't find an answer. The problem: I built a big old spacecraft with many, many action groups. I saved a subassembly of that craft for further use. I build a new spacecraft, use that saved subassembly, and all the many action groups reappear. Mostly empty, obviously, but the names are there. I edit the action groups, to what I want. But every time I detach and reattach a part or subassembly, all the old action group names reappear. Just overwriting the names I had made new, clearing out the names of some of the new groups. So I tried cleaning this out by rerooting, saving, saving subassemblies anew. For two old subassemblies, it works. Clean up action groups, detach, reattach, and all is well. Save game. Detach and reattach another subassembly that's part of this, boom, there they are again, all the old action group names. I'm at my witts end. Please. What am I doing wrong? I'm still on 1.3, had this problem for ages with the recompile by @Denko666. Most recently tried it with the most recent version of Action Groups Reextended by @linuxgurugamer. Appears to work fine in 1.3, but has the exact same behavior. Which is what makes me suspect it's not a bug, but my own dumb. In case it's not my own dumb but a bug (which I really doubt), here's the most recent log: https://drive.google.com/open?id=16_YLa2F7DeoFZ2RnSS5xPbR5BGGPAzOr That one is with the Action Groups ReExtended. I tried going back to the last version for 1.3, by @Denko666, but I don't know what I'm doing wrong, the mod doesn't load, just tried loading the game three times with the latest version from the OP and the files for 1.3 by Denko666. Only ever get the default action-groups interface, no AGX button. Just because I have it, there is no reason not to share, so here's the log from that: https://drive.google.com/open?id=15fProcTWrSMAC-LfrSupgQYI0o-mGcxv And here's the extensive list of my addons: https://drive.google.com/open?id=1XMHKeHh1hzgWxoKMzC9mqrb1NWhottXe
- 1,353 replies
-
- edit actions
- actions
-
(and 1 more)
Tagged with:
-
Couldn't find it with searching for terms I could come up with, so I dunno if this question was asked before. Read the manual, but couldn't find an answer. The problem: I built a big old spacecraft with many, many action groups. I saved a subassembly of that craft for further use. I build a new spacecraft, use that saved subassembly, and all the many action groups reappear. Mostly empty, obviously, but the names are there. I edit the action groups, to what I want. But every time I detach and reattach a part or subassembly, all the old action group names reappear. Just overwriting the names I had made new, clearing out the names of some of the new groups. So I tried cleaning this out by rerooting, saving, saving subassemblies anew. For two old subassemblies, it works. Clean up action groups, detach, reattach, and all is well. Save game. Detach and reattach another subassembly that's part of this, boom, there they are again, all the old action group names. I'm at my witts end. Please. What am I doing wrong? I'm still on 1.3, yet have the most recent version of Action Groups Reextended in there. In case it's not my own dumb but an error (which I really doubt), here's the most recent log: https://drive.google.com/open?id=16_YLa2F7DeoFZ2RnSS5xPbR5BGGPAzOr And here's the extensive list of my addons: https://drive.google.com/open?id=1XMHKeHh1hzgWxoKMzC9mqrb1NWhottXe
-
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
DerGolgo replied to Diazo's topic in KSP1 Mod Releases
Thanks!! -
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
DerGolgo replied to Diazo's topic in KSP1 Mod Releases
Has anyone tried this in 1.3.1? If so, and that didn't work. Is there a chance of an update for 1.3.1? -
Hi there, I've poked my head into the KSP forums a few times, though have omitted a formal introduction as such. So here I am. I'm an engineering school dropout and had been lusting for a game like KSP ever since I had spent weeks on end playing "Buzz Aldrin's Race into Space". I've been playing KSP (badly) for a while, sandbox only. It's one of very few computer games I can still play, as I've lost most of my vision in a traffic collision a few years ago. Consequently, when I bought my present computer, I hadn't expected to play any graphics intense games again, ever. Consequently, not the hottest graphics card. Which you can see in my first KSP video. Well, more like my seventh KSP video. Just the first one that is even remotely watchable and that I didn't have "Eraser" scrub from my harddrive. What you see here: A mission to the mun. On rockets under 500 tons. Yes, the plural. I'm dead certain somebody else has done this, probably when the game version was still below 1. But here's how I did it. No engine with ISP over 310s, so in the Apollo-era ballpark. Rockets weighing about half what the RSBstock Saturn V brings. I don't play career mode, but if you have to make a Munar landing happen with smaller rockets, here's an option. The mission profile: Jeb flies to the Mun, alone, in a 2-seater spacecraft with plenty of ∆v to spare. In case something goes wrong. What would go wrong would be part of Valentina's flight. On a second rocket, carrying the actual Munar landing craft. After flying to the Mun and landing, she goes back up with the ascent stage, and then heads to rendezvous with the waiting Jeb. The rest of the mission should be obvious. Not so obvious, until I flew it for the video: Taking off from the Munar surface, Valentina had enough ∆v left to make it back to Kerbin without Jeb and his big rocket. So I might use the hardware from this video to try a direct ascent flight in a later video. If such is desired, please do let me know. Anyway, here's the video. Caution: The title is no joke. Clumsy is, also, not something you do with your hands. It's a state of mind. So even where I had the right idea about how to do something, I certainly did it in some way that will make you cringe so loud, your neighbors will file a complaint. So don't watch this if you don't wanna deal with being subpoenaed over noise pollution.
-
How do I aim for an ocean for splashdown?
DerGolgo replied to DerGolgo's topic in KSP1 Gameplay Questions and Tutorials
I have now narrowed the problem down to a) zoooming the way out in map view to see the trajectory and b) selecting "body-fixed-mode" to see the spaghetti in relation to Kerbin. Then, it does all I want. -
Addon request: touchdown spot/Kerbin's orientation on reentry
DerGolgo replied to DerGolgo's topic in KSP1 Mods Discussions
Hrmpf, I found my mistake. Hadn't zoomed out far enough. I'm sure that, last time I tried, the trajectory had appeared in map view when I had executed my maneuver without further zooming out. Combined with the mention of future stages in the mod's FAQ, I had gotten a wrong impression. This mod request is done. Thanks!- 4 replies
-
- landing
- navigation
-
(and 3 more)
Tagged with:
-
[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
DerGolgo replied to Kobymaru's topic in KSP1 Mod Releases
If I may add a suggestion. Not for the mod as such. Though the suggestion could be implemented there, also. Would be helpful in the FAQ, though. In map view, there's only so far I generally zoom out. When I tried the mod out for the first time, I saw nothing new in map view. I fiddle and diddle with my maneuver, nothing. I saw the comment about not predicting stuff after a stage in the FAQ and took that to include maneuvers yet to be executed. I execute my maneuver and without further zooming out, or so I'm entirely certain, the white line appeared. I had already started a thread in the gameplay section and a mod request to get some way of determining where my ship would come down on Kerbin even before executing the maneuver to get out of low Munar orbit. Told folk "Trajectories is great, but it won't do it before I execute the node ...", was informed of my error. And finally zoomed out even further and found the white line before the burn. The suggestion: Mention in the mod description that users should zoom out a bit further. Perhaps specify in the FAQ that, yeah, not predicting future stages does not include future maneuvers, those only need some zooming out in map view. I will now go on my way and play with the settings to see if I can get the white line to appear with more zoom in map view. Thanks for a great mod!- 986 replies
-
- atmosphere
- trajectories
-
(and 2 more)
Tagged with:
-
How do I aim for an ocean for splashdown?
DerGolgo replied to DerGolgo's topic in KSP1 Gameplay Questions and Tutorials
Ah. Great. Marvelous. I wasted about twenty minutes playing around with that mod yesterday. Saw nothing when I was setting up my maneuver node. Assumed this was what was meant by the reference to future stages in the FAQ. Turns out I should have zoomed map view out a view times further than I normally do, and a bit further than I had to after executing my burn, when the white line had appeared. Right. I got all I need here. Thanks everyone! -
Addon request: touchdown spot/Kerbin's orientation on reentry
DerGolgo replied to DerGolgo's topic in KSP1 Mods Discussions
Yeah, I have tried trajectory in the meantime, and I've read up the FAQ. As stated in the Edit above: What I'm looking for is what it specifically can't do. Predict the reentry/impact spot for a maneuver yet to be executed. So as to do it in one shot, with no corrections.- 4 replies
-
- landing
- navigation
-
(and 3 more)
Tagged with:
-
How do I aim for an ocean for splashdown?
DerGolgo replied to DerGolgo's topic in KSP1 Gameplay Questions and Tutorials
I wouldn't call myself "new", I've been playing on and off since I believe it was 1.1. I just have not been able to figure out how to do this without either first circularizing or, when I'm close enough to Kerbin and see that I'd hit land, using a lot of ∆v for a last minute (or, rather, last hour or so) correction . Estimating Kerbin's relative orientation upon reentry while I'm still orbiting Mun, I've just not been able to figure that out. I have tried out the Trajectory mod, though. Thanks, @5thHorseman, and all the others who recommended it. It is infinitely helpful! But it can't predict the trajectory that'd result from a maneuver node yet to be executed. While it solves most of my problems, it's not what I had hoped to find. But with enough F5, I should be able to get some fun stuff done. Thanks, y'all! -
Nothing to see here. Move along. Maybe go install "Trajectories" and, in map view, zoom out.
- 4 replies
-
- landing
- navigation
-
(and 3 more)
Tagged with:
-
How do I aim for an ocean for splashdown?
DerGolgo replied to DerGolgo's topic in KSP1 Gameplay Questions and Tutorials
Cool guys, thanks y'all for the advice! I will try out the trajectory mod, and I'll try out @OhioBob's method, also. And I'll just post a mod request. This is something NASA, and presumably the Russians (particularly after Voskhod 2) do as a matter of course. And I can't imagine the Chinese aren't doing it with bells on. So that you need the old Mk1 Eyeball™ and a good bit of Guesstimation© to just hit either water or land. While NASA could back into a parking spot right next to an aircraft carrier in the middle of an otherwise featureless seascape. That honestly bewilders me a bit. That's like ... not having launch-escape-systems, or something. Cheers y'all! -
How do I aim for an ocean for splashdown?
DerGolgo replied to DerGolgo's topic in KSP1 Gameplay Questions and Tutorials
I did now try out making myself a buoy. A scaled-down Sea Dragon ballast tank, stuck to a big, shiny ball, with a bunch of lights and the electric things for those. I'm German, we don't do "simple". Took a craft to munar orbit, set the buoy as target, and called up Astrogator. No data for a trajectory to rendezvous with my buoy, only dashes. Went on a trajectory to Kerbin, and tried Astrogator again. This time, all I got was the "escape trajectory" warning, no data at all. So that didn't work. Damn. And I made such a nice buoy. -
How do I aim for an ocean for splashdown?
DerGolgo replied to DerGolgo's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the info! My self esteem thanks you, also! I think I may have thought about a work-around I may try soon-ish, though. I wanna see if I can't just dump something floatable in some ocean, set it as target, and let Astrogator figure out a maneuver. Hardly elegant, aiming for a buoy. If nobody else here has any ideas, I might post a mod-request. Something that will project Kerbin's orientation, with the landmasses etc., for the time of some future point along the trajectory. So that one could click a point on the trajectory, and under "Add Maneuver" and "Warp here", there'd be "Show orientation of target at this time" and get an overlay map. Or spin the whole rendering of the planet to match that point on the trajectory. But before I bother the magnificent and magnanimous makers of mods, I'm hoping someone will have another thing up their sleeve. -
Okay, I have googled, and I have searched the forum, yet found no answer. Here's what it is: I play only sandbox, and I build funny little ships that I fly to the Mun, mostly. When I set up my return trajectory, I can see where it will hit Kerbin. But Kerbin will, of course, keep rotating. So I often end up burning huge amounts of ∆v in a last-minute course alteration just so that I can hit an ocean. If I don't use such huge amounts to first circularize and then set up a nice reentry. I can build my craft so that I'll be lugging quite enough ∆v for all of that. But I don't wanna. I don't need to hit an ocean. I know I can land on land, no worries. I know it was once undesirable to hit an ocean, if memory serves. But I am of the firm conviction that spacecraft that don't have landing gear go in the water. That's how I roll. Or splash and bob, as the case may be. So. What part of the game have I totally missed learning about? What mod did I not find? What is the trick? From what I understand, the Apollo spacecraft didn't exactly first circularize and then set up reentry. But were put on the right trajectory, right from the Moon. And even came down near the right aircraft carrier. If those pinkskins could do it, I'm sure the Kerbals should be able to, also. Problem is how to get me able to do it, also. I'm sure it's elemental, trivial, everybody knows about it. I suspect there might be something in the game I just have failed to learn about, inexcusable as that may be. So, as humiliating as this may be for me. Please somebody explain to me how I can aim for an ocean from the Mun. Thanks.