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OrbitalManeuvers

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Everything posted by OrbitalManeuvers

  1. Yeah there are ways to get close with just regular cheat to orbit if you just do a maneuver that points you into the planet and then you gain enough speed to simulate what your approach velocity would really be. I don't think the angles would be quite right but it might be good enough for cinematics. It's not a simple task so I was just hoping there was something automated. Thanks for the reply!
  2. Hello, I am hoping some kind hyperediter might be able to answer this. Can this tool help with cheating a craft into a position where it will encounter the SOI of a specific planet? I'm attempting to streaming the planning/practicing/filming of planetary approaches if possible. Thanks!
  3. Hi. Hoping someone can help. Am new to KSP/Unity/C#, but a full time programmer elsewhere. Does a KSP plugin have access to the data in the Archives tab of the R&D building? The science history data specifically. I combed over the docs for the Game object, no luck. Tried to come up with creative guesses for elsewhere, but here I am. What is the correct name for this contruct so I can investigate further: [KSPAddon(KSPAddon.Startup.SpaceCentre, false)] Thank you!
  4. You have the same problem with things attached to those nodes moving around on save/load? idk why it works for me, tbh - but I have had the same problem in 1.8, 1.9, and 1.10, and this weird change is the only thing that makes that part work for me. It's just the result of comparing the two versions of the part and looking for differences. I don't have any mods that do anything node-specific like joint reinforcement or anything wacky like that. It just moves the verniers on load, or "breaks" the solar panel on the top node so it's not attached correctly any more. But with that change, it works perfectly. No idea why
  5. well they are just a work in progress, but yeah. they can be anywhere under gamedata. you can just make a folder and put em in there.
  6. From working on all the BDB cameras, I'm wondering what you'd hope to accomplish with this, or what you're hoping it would help you with? If the camera transform isn't present or isn't pointing in the right direction, there's nothing you can do about it without editing the unity model, and if you can do that you already know what direction the transform is facing. All you'd get from a UI element is "yup, it's wrong" which you already knew since the pictures didn't come out right. That's what this process is: https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/964 There is a mod you can use in the VAB that shows you lots of debug info like the transforms and their orientations, but it's horrible to use and its displays are essentially useless at the end of the day, for the above reason that there's nothing you can do with the information except maybe report it to the mod author, which you can already do just based on the resulting images. (And I'll just add that the BDB cameras don't need any more bug reports, they already have the complete list of all cameras that needs tweaks.)
  7. This quote is also used in Man On The Moon by melodysheep ... which I would be shocked if anyone here hadn't already seen!
  8. well I fly by hand, and Delta tends to roll for me while the boosters are on but after that it was like butter. TWR on both the upper stage and the landing SRM are kind of high, but for a direct lunar ascent high TWR on the upper stage isn't bad. I also had to underfuel the upper 1st stage tank just a notch or two to get the pad TWR up over 1.2. Upper stage was a tiny bit overfueled. So it's pretty but it would need tuning to get it just right for that mission.
  9. Hello Ohio, hello Bob, hello all. Just today saw a reference to this planet pack so here I am. I've installed it as primary with rescale. I took a working JNSQ install and deleted JNSQ/RR, and dropped in this and primary (plus rescale/dimensions/kron) and bingo! My only issue is shown below ... the runway is a little low. The other two buildings you can see were there from my JNSQ install since I copied all the folders from that, and they were a bit low, too. Is there a way to bump KSC upward a notch?
  10. I hope I didn't miss this question elsewhere. Are there plans to add a Centaur variant to the 1.87m-2.5m version of the Inon interstage like the straight one has?
  11. oh if you have it in game at all, then you're past the hard part. To get it to show in career/science you can add "TechRequired=start" to the cfg file. This will make it available at the beginning, which probably isn't right, but at least it's there.
  12. If you are on 1.10.1 then I can confirm that no, the sat won't show in game. I found two different issues that kept it out of mine, but have fixed them on my machine. If you are too impatient to wait for the mod author (like I was) I can help you with some temporary changes that at least get the part in game in the meantime. You just need to know how to edit a cfg file. Let me know if you're interested. @Akino i'll leave my findings here in the spoiler in case it helps at all. Got this to orbit on a vehicle that shall remain nameless as it was definitely not from the right country!
  13. For me, yes. Both the verniers and the solar panel on top. On Oct 20th, I posted what fixed all the node problems for me.
  14. Unfortunately, this build causes KSP to hang on startup for me, just as it's loading bluedog_LunarOrbiter_Camera, which is the only part I have that uses Neptune. This folder has both my log file and the cfg I'm using: https://drive.google.com/drive/folders/1cvhcCPVdBoCOkm6XLxIK-gIOrnQi0N2L?usp=sharing Just as another data point, I tried this twice, once both cameras had custom FOV and once only one did. But maybe I can save you the download, here's the end of the log:
  15. yeah, totally agreed. RSS/RO is way too heavy for me and my computer, but KSRSS at 2.5x is pretty great, even with the wonky moon/ecliptic.
  16. Thank you so much! Sorry, more questions whenever you have a moment ... When deciding on an FOV value for a camera, did you have any guidelines in mind? Is there any kind of numerical relationship between a camera's RL focal length and some reasonable FoV value in KSP? I'm guessing that as focal length goes up, FoV goes down, but that's just a guess about how KSP handles FoV. If you had any kind of method when adding this to the SP stuff, that would be super helpful to know. Also, how similar is the FoV feature to how the Kerbnet window's slider behaves? Lastly, do you have min/max values? Thanks again!
  17. well not exactly a commit, but i'll definitely be sharing anything I do with the rest of the BDB folks once I get more working.
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