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OrbitalManeuvers

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Everything posted by OrbitalManeuvers

  1. Could you say what the intention is? If the groove is on the top, and the T is on the bottom, which way should the capsule be facing?
  2. Maybe we can get some more specs. This person posted about this, too ... @JIMMY_the_DOG wondering if you've updated to 1.11.2, or if you're still using this mod, etc. edit: I should mention that behavior seems identical on 1.10.1, at least on my system.
  3. From the log, as this is more detail than I knew off the top of my head: OS: Windows 10 (10.0.0) 64bit CPU: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8) RAM: 16334 GPU: NVIDIA GeForce GTX 980 (4053MB) SM: 50 (Direct3D 11.0 [level 11.1]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGB64, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, ARGBInt, RGInt, RInt, BGRA32, RGB111110Float, RG32, RGBAUShort, RG16, BGRA10101010_XR, BGR101010_XR, R16 [LOG 12:25:49.164] Not OpenGL
  4. HullCam has always had a flashing problem on my system. With the release of 1.11.2, I've narrowed this down to HullCam alone. It happens without any other mods. Log and craft file from the video are here: https://drive.google.com/drive/folders/1bYOQEJaozx1nrBgr-tcUK_xa1arsxn90?usp=sharing Video showing flashing in spoiler: One of the things you will notice from my previous post about this same issue is that the "flashing" is not really flashing - it's flipping between a correctly lit daytime scene, and a nighttime scene. The "dark" frames of the flash are perfectly fine frames ... they just lack illumination.
  5. Dear person without whose work I would not enjoy KSP as much, I have a small question/suggestion for some future update, if I may. The Fomalhaut heat shield appears in the Aerodynamics node in the tech tree. Wondering what you'd think about that living in the Landing category? All other heat shields I have are on the landing row, and the Aerodynamics category is all plane parts. (Just realized I'm using the CTT, btw).
  6. Hello. Thank you for the updates! Does Kopernicus have any control over the initial camera position at the space center? Or is that controlled by something else, e.g. rescale, or KSC switcher, or KSRSS itself?
  7. I've always attributed this to the fact that a fairing is special, in that it has two decoupler-type modules, one for the fairing, one for the payload. I believe what you're disabling with the PAW is the payload separation decouple event, but the fairing decouple cannot be disabled, so the icon remains in the stage list. This was something I asked about once for a BDB part that did the same thing, though I cannot be sure the same reason applies here - this has just been my shrug guess.
  8. I'm not having any issues with this. I have placed statics at both Kourou and the Cape and they're both still all fine when switching back and forth. That said - startup is a mess, so things have to be switched once and then back, on the first run, but after that the statics are all where I placed them.
  9. If you use the Classic Ascent Profile, here's what works for me: Limit AOA to 5 (it won't obey this for long, but this helps calm it down) and most importantly click Edit Ascent Path at the bottom and change the Turn Shape to 70. This is all I needed to fix the same problem you're describing. I use these values on JNSQ (85k) and KSRSS at 2.5x (90k) and don't have any atmospheric heating effects. 70 is conservative. You might like 60.
  10. With PVG, 0 signifies circularization. I added another screenshot to show the dialog before pressing Engage.
  11. I'm finding it broken in 1.10.1, too - were you guys able to use it earlier? For me it shows an obvious exception in the UI, though. But in general (when/if this works) will PVG help in the following case? I have an Atlas V whose first stage can get to 130km x 0, which leaves a very small circularization burn for the upper stage, but this is only possible if the steering cooperates. I can do it by hand, but Classic Ascent doesn't know how to do radial in (?) enough to keep the Ap at the right spot. That's what PVG should be able to do, correct?
  12. Hello, I am attempting to use PVG guidance, but it's generating an exception when autopilot is engaged. Below is an image and a log file. https://drive.google.com/drive/folders/1BECHm--2gkvv3iHYUdeU_zVV1XcEhjfH?usp=sharing I get this same error on an earlier release version of MJ, but this is the MJ dev build - was hoping it might behave differently. This is also in a heavily modded install, where MJ is not the only dev branch, so the log has lots of other exceptions too. But the MJ error is pretty well isolated, looked like to me. The other ascent modes work fine - only PVG goes kaboom. Also, have been warned about planet size issues with PVG. This is KSRSS scaled to 2.5x. Thank you for any suggestions on how to proceed!
  13. Kind of impossible to know what's up when there's zero information given. What version? How did you install the mod? What does your gamedata folder look like? My guess: you're missing the required dependencies. Even in a new career game you should have several parts at the start.
  14. Heyo - big thanks for this amazing mod. I am currently obsessed with getting this thing to Titan in KSRSS at 2.5x. I'm having trouble getting a clean separation from the aeroshell. I have made sure that the tips of the blades are all rotated such that nothing is poking though the aeroshell, but still the craft gets stuck against the insides of the shell at separation. The only way to get it out is to spin the rotors and yank the controls around until it falls out. I have tried using the provided sample craft build, as well as building my own from scratch - and both have the same results. Any pointers? This is true for me, too.
  15. My results just now: I updated an install to 1.11.2. I ran it stock only first, then added Kopernicus 36 with no planet pack, ran fine. Then I added JNSQ, still ran fine. Was able to load and start a new sandbox game without issue or log bloat. So if there's a conflict with the new build and the new KSP, it's more complicated than just Kopernicus alone. This install is BARE - 2 folders from Kop, 2 from JNSQ, 2 from Squad, and mm. Pics or it never happened:
  16. ...who would never take offense at them being changed - they belong to BDB so please do what's best for the mod. The original configs were investigated as much as possible given the time I had, but there's undoubtedly room for improvement in lots of cases. Plus there have been some new features added to NeptuneCamera since the originals.
  17. One of the KSP adventures I'd like to finagle someday is grabbing a home-world planet pack that I know nothing about, and using TST + ResearchBodies + exploration to discover literally everything. I'd want to avoid screenshots, spoilers, dV maps, etc. I would want it to be like waking up in a solar system that I know nothing about. I've never actually used RB, I've just read the basics about it. Of course the devil is in the details and all that. If you've ever tried something like this, how did it turn out vs your expectations? I normally play science mode, but something like this would probably be best in career mode. Although, could spoiler contracts be a thing?
  18. Can emissive textures be used on their own, or do they require a normal texture also? And, does the emissive have to be paired with the regular? Or would you maybe pick one regular and a totally different emissive?
  19. More big thanks, I really appreciate your help. I was able to get persistence working after seeing understanding what you're doing in PlanningNode. It took me a hot minute to realize that it's not the instance that survives, it's just that you can stream your state. My save/load ended up a tiny bit involved just because I'm trying to be as forgiving as possible about making changes to the checklist in an external editor between scene changes/saves. It's pretty forgiving in terms of retaining checked items, balanced with not writing a boatload of data to the save. Anyway, this is good Not that the mod idea is so great (though I've been wanting this for a while) but that I was able, with some help from you and @ValiZockt, to go from idea to working code in-game ... which I had serious doubts about being able to do. I still have miles to go in terms of C#. The ? has my head spinning but I threw it in there where I was confident enough . I'm thinking about converting the UI to a prefab next. I think all that's left to learn for that is how to connect to the controls in code, and also how to dynamically create a thing that goes into a listview. I figure that has to be more involved than it is with IMGUI. Plus the billions of other details that I know I don't have quite right yet. But progress has been made.
  20. I just saw that code this morning and wondered if that's where I need to head. Will look closely - thank you! An interesting idea from a coding standpoint. However it adds a big barrier to checklist creation. I really want the user to be able to type something out in Notepad while KSP is running, and just have it work. The [] "syntax" isn't even an error if you leave it out. Balanced braces and name/value pairs are not things I want the user to worry about.
  21. Ideally yes - any time you open it, it should be where you last left it in terms of the window contents. Essentially that's just two instance variables on my main class, one is a class one is an int.
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