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scimas

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Everything posted by scimas

  1. I got another update today, seems like a really small update, maybe a hotfix. What was it?
  2. No, that would happen at different times based on everyone's save files. New Moon definitely happens at the same time for everyone in the world.
  3. @jefferyharrell if I understand what you're trying do correctly, you could possibly achieve it with a combination of krpc and kOS. Manage your broader space program with krpc (like setting up KAC alarms and missions from the KSC without loading a rocket) and then use kOS for the actual rocket flying.
  4. That release video is so good! And damn, I broke my own rule and bought the dlc before any user reviews/bug reports could come out.. THAT'S HOW HYPED I AM FOR THIS Where are the patch notes anyway?
  5. You probably aren't activating "Show on navball" in the flight planner. That generates a continuously updating stock manoeuvre node. No Δv tracking though, that you have to do on your own.
  6. I've been doing this for a long time. In fact you don't even need to enter the burn time manually. Grab the manoeuvre node from kOS, get its deltaV, and eta. Then invert the rocket equation for expected change in mass and get the burn time by dividing the mass change by the burn rate of your engine (properly weighed by thrust and Isp in case of multiple engines). The only thing you have to take care of is that Principia shows deltaV to a ridiculous accuracy, 0.001 m/s, far more than kOS can achieve - at least at full thrust. Edit: There is already an issue open on github to provide more external API for modders.
  7. It has nothing to do with RemoteTech. In fact, I think the 2 mods are incompatible with each other.
  8. No, please no. There are plenty of other ways to cheat your way to Mun on PC. The console players actually need it, due to either unavailability of mods or just part count of very big ships. UomoCapra literally asked the question in this thread?
  9. Is it that KAC release was on 19th of April?
  10. Oh wow, this thread.. I understand that consoles don't get updates often. I'm on PC myself, but I have also upvoted comments in the old weekly news threads that criticized SQUAD for not saying anything about console updates. But be patient, they will release an update. And it's always better to have a delayed update than a broken update. You want to see what happens when SQUAD tries to stick to a schedule even when they shouldn't? Go check out the 1.4 release thread and the discussion around that time. If only SQUAD hadn't stuck to the schedule worked more on QC, that update would have been far better.
  11. You're close enough to the L5. Since it is a stable point, you will stay around it. Yes, the orbit will wobble around the point, but it won't diverge. You can switch your plotting frame to inertial temporarily to help with when and in which direction to perform a burn.
  12. @Dagger I really don't know how KSP internal calculations work. But I do have a suggestion for you. Is it possible for you to get what rotation is being applied to the planetarium when it's tilted? A quaternion or an axis and an angle? If you can get that, you can apply the same rotation to the whole orbit object of the active vessel. Or if it isn't possible to get the planetarium rotation directly, you could try calculating the rotation from the change in the inactive vessel's orbit. You probably already know how to calculate these rotations, if not, take a look at kOS rotation functions (you can find them in direction/vector mathematics).
  13. @Steven Mading see if this is relevant to the problem being described https://github.com/mockingbirdnest/Principia/issues/1416 ? It probably isn't, considering kos doesn't make direct changes to ship's position or velocity, but that is what immediately came to mind when I read the discussion.
  14. 2 things. 1. You only need the folder extracted from the zip that's offered in the README. No other files are needed (principia master or anything else). 2. Principia only works for the versions it is advertised for. So yeah, it will crash with 1.6.
  15. I don't know why, but this does happen sometimes after my scripts are executed. Not specifically with the R function, but with variables that are supposed to be pre-bound in general. For example, KOS will finish executing some script and then I type in the console lock STEERING to someDirection. And it will throw an error saying undefined variable steering. It complains only once. If I type in the command again, it doesn't complain and executes it properly. I will try to get logs the next time this happens.
  16. As per the original you quoted, Stock and mobile launch pads are navigable. I read it as "stock and mobile launch pads are navigable, in all modes that you can use them in (that is, obviously, all applicable game modes)."
  17. @pleroy so, in principle, one only needs to come up with a height map of a body. And then they can convert it into the C and S coefficients by taking discreet spherical harmonic transform (does that exist?)?
  18. Hey devs, are you aware of this (https://github.com/KSP-KOS/KOS/issues/2328) bug with KOS - RT interaction? From the comments in that thread, it seems like the cause is how remote tech works. Is there any chance of a fix?
  19. Ah, thanks for pointing that out. That's exactly the issue I'm experiencing. Time to see if knocking on RemoteTech devs' doors gets any progress on the issue..
  20. I have a rocket with a command pod manned by a pilot, it has an antenna (activated) and it's sitting on the launchpad. Is it expected that ADDONS:RT:HASKSCCONNECTION(SHIP) will return false in this case? Yes, I do have local control, but I would still expect it to return true. I want to know if I can copy files over from archive or not.
  21. Yeah, boot script works. I was just wondering if it was possible to have it deactivated right from VAB, like extendable antennas. But it isn't a big deal.
  22. Is there a way to have a processor turned off when launching a rocket from KSC?
  23. Actually that changes it a lot. The burn time changes exponentially with the required delta V. I suggest taking it into account. Look up the specific impulse and terminology pages on the KSP wiki. Those two have all the additional equations you will need for delta V and burntime calculation.
  24. Yeah, if I remeber correctly, principia doesn't touch a craft's rotation at all. But I understand off center CoM causing pitch and yaw issues, I can't imagine what would cause roll problems. Unless the engines are placed to deliberately produce rolling torque. You would need both off center CoM and a thrust vector unparallel to the heading vector. Basically an offset AND rotated engine.
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