OrbitalManeuvers
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Everything posted by OrbitalManeuvers
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This mission, with the new Proton parts .... * chef's kiss *
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- totm march 2020
- mod
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[WIP] Boring Crew Services - Stockalike Starliner Mod
OrbitalManeuvers replied to DylanSemrau's topic in KSP1 Mod Development
you guys, this mod is really great. it was already great at beta 1 and it's just gotten better and smoother. thanks to all of you for sharing this hard work with err1 If I may ask about a couple things: I remember landing on top of the heat shield in the water in the early betas, which didn't seem ideal and I meant to ask about it. The last couple of betas I've noticed there's much better separation between the capsule and the heat shield. I'm using all the auto-deploy/jettison features at the default altitudes, it just seems like it's working better now in 7/8. Did you guys change something? Or maybe I finally got something right? either way it's working well. Last q ... (and I kinda have the same question about the Kane capsule) what is the right altitude to jettison the parachute cover? Do I want more atmo pressure or less atmo pressure? Sometimes it comes back and bonks into my docking port or whizzes by at disturbing speeds ... and sometimes it just disappears silently into the blue sky. Please help me achieve the no bonk scenario.- 497 replies
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Yeah, in KSRSS from the Cape, this one ain't gonna happen. It's at least a few hundred m/s short. I am currently not fluent in direct ascent from the Cape with the inclination mode set to Default. If I'm not mistaken it can only be done once a month with a very small launch window at night. There was a time when I didn't know how to get to an equatorial geosynchronous orbit either, and I do now, so maybe there's hope for direct ascent. I also know that even with Default inclination, the relationship between the moon and the earth in KSRSS can't be precisely correct without axial tilt, so that makes me a little meh about direct ascent missions in KSP. That said, Pioneer 4 is entirely possible in JNSQ. I just tried 3 times and was able to get to a munar PE of 800k, so it would just take some tweaking to the timing/ascent angle to get it closer. But I did get to escape velocity, and my solar orbit was lower, so I'm calling that one a ... whatevs. Also, check out this old NASA video of the Pioneer 4 launch, around 50 seconds. Interesting - might need to bury some prograde RCS jets in the bottom of the guidance unit ... someday ... if I ever try this again
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
there is nothing bundled in the KSRSS Reborn download from Gitlab. I dunno what you got there but here's a picture of a minimal KSRSS install. If you just do this, and nothing more than this, then you should have a working KSRSS, which you can then add the rest of your mods onto. But it's best to start a solar system change from scratch instead of adding it to an existing install. That way you can do just this much, test it, make sure it's good, then continue adding others if you want.- 1,946 replies
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- totm mar 2022
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
Ah, yeah stuff is a little chaotic with this mod. What's happened is that you've downloaded the old release. I can give you a correct link, with a caveat. There are two (that I know of) branches of new stuff. One is called KSRSS Reborn, and at this moment, it's my belief that this is the most compatible with other stuff. There's also another branch that I know people are using but I don't know anything else about it. I'm using Reborn, and the link for it is here: https://gitlab.com/ksrss/KSRSS/-/tree/reborn?ref_type=heads There's a control on the page for switching branches - the other (even newer) one is the EarthHomeWorld branch - maybe someone will comment about it. Anyway, download it with the blue Code button, unzip it somewhere temporary, and then find the KSRSS folder within the unzipped folder tree. That's the folder that goes into your GameData folder. Also please take note that for this to work, you will need to remove everything KSRSS-related that you have already installed. The only folder you should have is the single KSRSS folder embedded in the download zip. If you want clouds and atmo effects you can install the most recent Eve and Scatterer - without any other "visual" configs like Spectra, etc - KSRSS has built-in configs for both Eve and Scatterer.- 1,946 replies
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- totm mar 2022
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Well, here's my story ... KSRSS, default scale/inclinations. I did a test launch after building the craft to make sure I'd built it correctly, and cut off the Agena when my Ap was 500km. Lo and behold, my lunar DN was coming up, and the timing was perfect-ISH to get an encounter, so I quickly just made a node 1 minute ahead and got an encounter. Since this was a hack job and I wasn't even intending to actually go to the Moon, my trajectory was meh, so I cheated myself a 3rd ignition on the Agena for a single MCC to get the landing trajectory you see in the video. This was highly illegal and the mission would have failed if I was using EngineIgnitor but alas I was not and thus I have cheated badly. Ish, maybe, idk. The video is totally raw and unedited, so you'll want to skip. Overheating indicators were unexpected. The video starts at a quicksave point I made on the 1st attempt, and this is attempt #5 from the quicksave spot. The numbers can never be used by another human since this mission is incredibly sensitive to velocity and angle and lunar wind direction. Impact velocity is 45m/s ... survivable but should have been better. The only mission less fun than this one is Pioneer 1.
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Helloooo this is a neat idea - thanks for sharing your work with the community. If anyone would like KSRSS Reborn, I have done the planets and the moons all the things. The file in the google drive folder is called ksrss-reborn-orbit-icons.cfg which you can place anywhere under GameData. Then just install this mod as distributed. https://drive.google.com/drive/folders/1nj-stO5XIIRXmbe-_7iZwNr8QiUVLu76?usp=sharing Before anyone @'s me about Triton, I picked T and not AT because the cfg says vacuum but you can do whatever Small request: comet icon? KSRSS has 67P and Halley Edits: I updated to add all the tracking station objects (I think!), and renamed it ksrss-reborn-orbit-icons.cfg, because KSRSS has other branches, and RSS is different still.
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I have a video of doing this on JNSQ, and I just noticed that the ball + SRM have about 800m/s in the video from 4 years ago. But today in the VAB, the ball + ZE-3-LYC "Zeus" have 1929 m/s. I wanna give this another try tonight on KSRSS. You're using default scale, and what about inclination? And are you doing a true direct ascent (i.e. launching at night?) or Earth orbit first? Just wanna match situations so we can compare notes!
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[WIP] Boring Crew Services - Stockalike Starliner Mod
OrbitalManeuvers replied to DylanSemrau's topic in KSP1 Mod Development
Doh, I missed that somehow. What a maroon. (Works fine when used according to manufacture's instructions.)- 497 replies
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When you report that something super basic doesn't work like it should, and you don't provide any information about your install, then all someone else can really say is "yes it does" - which it does - but that isn't going to help you. A link to your ksp.log file is really sort of a must when reporting that something basic is broken. KSP mods form an ecosystem and everything has to be right. If even one thing isn't installed quite right the effects can ripple quite unpredictably.
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[WIP] Boring Crew Services - Stockalike Starliner Mod
OrbitalManeuvers replied to DylanSemrau's topic in KSP1 Mod Development
Would it be possible to inject the "BCS" tag into the NDS docking port so it shows with a "BCS" filter? triple edit for the lolz: I'm just realizing that the Window Paint Switch doesn't seem to make any visible change for me. The parts around the windows seem to remain the dark default style. Maybe I'm blind and not seeing what's changing? couple more F9+Starliner. both adapters.- 497 replies
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Honestly every time you make any change when debugging a modded install (and especially since you're not using ckan) you should re-upload your ksp.log. The gamedata folder is an ecosystem and adding or removing a mod can affect other mods. Also, if at some point you said that you still get crashes without mods, then your best bet is definitely to be focused on getting a stock install stable. Including mods when a stock install is crashy is just adding fuel to the fire and could be masking the real issues.
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[WIP] Boring Crew Services - Stockalike Starliner Mod
OrbitalManeuvers replied to DylanSemrau's topic in KSP1 Mod Development
I was inspired to try tonight this after using the Falcon the other day. Here's the Hepha ... Hepher... Heffalumpus version. I don't have Jordan's installed at the moment. This is with Zorg's SRBs, and a single (lower) Centaur tank. The upper stage shows 2628 m/s dV at ignition, and my circularization burn was only 136 m/s after the ridonkulus amount of fuel in the first stage. (Also, I do not know how much Starliner does with the upper stage when going to the ISS.) This build does have one of the rocket profiles of all time.- 497 replies
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The mystery deepens, as this doesn't happen for me. I'm on 1.12.3, btw. I removed WhoAmI and left FreeIVA. When I'm in IVA view, and all Kerbals are in their seats, pressing "V" to cycle through them doesn't display anything on screen. This is what I've been using WhoAmI for. I'm on 0.2.19 of FreeIVA. So you get text on screen with each press of V? I do get Kerbal names from FreeIVA for certain things ... sitting down, looking at another Kerbal for Switch To, but nothing just from cycling through the seated ones.