logaritm
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Everything posted by logaritm
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i currently have something like that aside from the tuning part, anywho i'm currently working more towards actually getting something into orbit and the optimization will come later, right now I'm wondering about what exactly the method "current_requirement" returns, i hope it's something like the amount of fuel burnt per time unit.
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when i was reading around about optimal accent paths pretty much all i could find said that they are very vessel dependent, i don't know how true it is but somewhere it said that NASA calculate the optimal accent path by pretty much just brute forcing it, anyway the conclusion i drew from it all was that doing the "basic" definition of the gravity turn was a good start
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I'm currently playing with the whole "realism overhaul" package including "real space" so i am trying to code a "normal" gravity turn, so far the actual gravity turn works flawlessly but i would want the autopilot to still correct any deviations in heading/roll, also i feel that currently the autopilot is way to aggressive to do some maneuvers in atmosphere like the initial tip of the gravity turn, i could just turn of the autopilot and set the pitch manually but then the autopilot wont correct the other axis's.
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So i don't know if RP-0 1.2.2 is still relevant but I'm wondering if some of the aircraft parts for big planes would be better of getting at the start, i was gonna try replicating those early super sonic tests like the X-1 tests but some of the kinda essential bigger aircraft parts like large landing gears lay like two steps deeper then the early super sonic parts something I find a little odd since the X-1 tests started 1946 and the where strapped to an b-29 But that's my opinion
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
logaritm replied to Theysen's topic in KSP1 Mod Releases
hmm, seems like i also have some kind of compatibility problem since the game crashes during the module manager patching and also seem to happen so abruptly that KSP has no chance to log it or it crashes just after it's done patching also the game loads fine when realism is not added- 2,215 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
logaritm replied to Theysen's topic in KSP1 Mod Releases
my GPU is currently borked so that's why im kinda late with any findings, anywho i have done some testing and i found two things, first i'm pretty sure the aerobee engine does not work, second is that the engine cutout only happens when I am attached to any type of launch clamps, if i just put it on the ground it launches fine, it seems like for a split second when it switches over from local control it throttles to zero and since realism overhaul has limited number of ignitions it can't reignite and shuts off, i wonder if this is easily solved with having the throttle start at max but i have not found a way to do that- 2,215 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
logaritm replied to Theysen's topic in KSP1 Mod Releases
huh, i think it's remote tech since when i try an other design the engines immediately throttle to zero when i release the clamps, this is even when i have the throttle to zero on lost connection setting off- 2,215 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
logaritm replied to Theysen's topic in KSP1 Mod Releases
hmm... i'm not sure i am missing something but i can't seem to throttle up with the aerobee liquid engine on my sounding rocket so it wont ignite when i start it- 2,215 replies
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
logaritm replied to K.Yeon's topic in KSP1 Mod Releases
so i found out what was the problem, or more like blowfishpro over at RF's github did, here is what he said: I tried what he said and after removing OPT_MFT.cfg the OPT parts where behaving normally. thanks for the help! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
logaritm replied to K.Yeon's topic in KSP1 Mod Releases
The rest of the mods that i have active over OPT and real fuels are mods they are dependent on. OPT is dependent on Firespitter-core and Real Fuels is dependent on CommunityResourcePack, SolverEngines and RealFuels-Stockalike. edit01: I removed Real Fuels and RealFuels-Stockalike (An engine config file for RF) and the parts behaved normally. edit02: I only ran FireSpitter, Modular Fuel Tanks and OPT to see if it was Firespitter that did something when it interacted with the OPT parts but everything ran just fine. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
logaritm replied to K.Yeon's topic in KSP1 Mod Releases
Im just wondering, is anyone else running Real Fuels with OPT? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
logaritm replied to K.Yeon's topic in KSP1 Mod Releases
I tried without MFI, Kopernicus and Real Solar System, the bug still happens. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
logaritm replied to K.Yeon's topic in KSP1 Mod Releases
Why i did not write my whole modlist was because i just wanted to see if the problem i had was a common "newbie" problem, so im sorry if it came of as arogant. Anywho i have reduced my mods to only these mods: And heres a link to a fresh output log: LINK If you want to repoduce my error start a new sandbox and create a design containing OPT parts and then bring them into the world at either the launch pad or the airstrip. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
logaritm replied to K.Yeon's topic in KSP1 Mod Releases
I was just hoping that someone would recognize the specified bug since it was so weird, anywho since my posts need to be approved by a moderator i did the basic test of removing all mods and then adding them one by one after OPT until it stopped working and found out that the problem came from Real Fuels -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
logaritm replied to K.Yeon's topic in KSP1 Mod Releases
Greatings people, im having a compability problem between OPT and some other unknown mod i have installed, i know it must be some kind of conflict because when i only have OPT installed it works fine. Anyhow what happens is that when i load in an OPT part into the world it gets fixed to a point in space which the part can rotate around but not move from. Anywho if no one knows what causes this im wondering if there is some way for me to find out what mods modify other mods? Heres also a picture of how a part is fixed to a point and hangs