7e21
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Ah, very nice! This is such a cool project btw!
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- ksptot
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Yup. I've tried reinstalling too and very consistently get it 100% of the time. This is only with n-body coast + UT but it happens every time for me with that combo, but I'm mostly trying using LVD anyway.
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- ksptot
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It certainly helps and the advance to segment is a usefulthing I missed, but I'm still a little confused on how to deal with time disrepancies with how much things rely on the duration since the last state in LVD. Where there is a couple more things like coast to UT, revs before coasting to true anomaly etc in Mission Architect. As a side note, when I try to use nbody coast to UT in mission architect I can not open the edit window for that event again at all (like for the lunar transfer tutorial on the wiki). Here is what the log says: Error using matlab.ui.control.UIControl/set The UIContextMenu's parent figure is not the same as the parent figure of this object. Error in ma_InsertNBodyCoastGUI>coastTypeCombo_Callback (line 688) Error in ma_InsertNBodyCoastGUI>ma_InsertNBodyCoastGUI_OpeningFcn (line 79) Error in gui_mainfcn (line 220) Error in ma_InsertNBodyCoastGUI (line 40) Error in ma_MainGUI>scriptListbox_Callback (line 294) Error in gui_mainfcn (line 95) Error in ma_MainGUI (line 42) Error in matlab.graphics.internal.figfile.FigFile/read>@(hObject,eventdata)ma_MainGUI('scriptListbox_Callback',hObject,eventdata,guidata(hObject)) Error while evaluating UIControl Callback.
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- ksptot
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Hello! I've recently started messing with KSP TOT and specifically the LVD. I think I am at a point where I mostly understand how to plan basic missions and gravity assists. But I am not quite sure on how to actually execute the missions. 1: I plan an eve gravity assist from Kerbin Orbit with 800km SMA at say 150000s UT. 2: Now I launch a probe to that orbit but obviously the orbit isn't going to be perfect so I import the orbit from the active vessel and re-optimize. So far so good although quite a lot of toggling as I mostly want to change the time first I assume? 3: I execute my departure burn, but it's not going to be perfect, and this is where I am starting to be lost. Now on my way on the first coast event, how do I add a correction burn and re optimize my mission from where I currently am? Is there any way I can again import my spacecraft state tell it where in the mission i am, add a correction burn to fix my course, continue to my eve departure burn and repeat that until mission end? Am I thinking about this totally wrong or am I missing something?
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- ksptot
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I feel like I might be missing something obvious, but I wanted to do a mission with multiple flybys and stumbled across this tool (So still very new to it) and think I've mostly understood the basics. I've set up a simple Kerbin > Eve > Duna sequence in the Multi-Flyby sequencer, saved it for the LVD and ran the csv with kOs. It shows the next event and orients the craft, but there is no automatic time warp and if I try to timewarp manually the script seems to stop. EDIT: There was something I'm missing, my solar panels were rotating into a position that briefly killed the battery. It would be very nice to have a tutorial on how to do a multi flyby mission starting from kerbin or LKO tho!
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- ksptot
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
7e21 replied to Ven's topic in KSP1 Mod Development
Yeah I do have Module Manager. I tried both the version that comes with the mod and the newest version from the module manager page. The mod worked fine before I reinstalled ksp. It's installed in the same way and on the same version which is why I'm so confused about this. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
7e21 replied to Ven's topic in KSP1 Mod Development
Originally I had Kronal Vessel Viewer, Kerbal Engineer Redux and Kerbal Alarm Clock but currently I'm just trying to get it to work solo. Same thing still. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
7e21 replied to Ven's topic in KSP1 Mod Development
That's what I'm using. I tried all the versions I could find. x: -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
7e21 replied to Ven's topic in KSP1 Mod Development
I wanted to clean up my KSP to start a new career mode save today and reinstalled the game. Unfortunately I can't seem to get this mod to work anymore. I am still using the same KSP version (1.3.1) and I tried 1.3.0 aswell. A lot of parts are just plain missing now while others are invisible or have texture issues. Does anyone know the cause/fix for this? This is what all the reactionwheels look like. This is all engines I have now.