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Janus92

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Everything posted by Janus92

  1. I checked and for me the booster and ship return keeps running smoothly and correctly every single time. So I'm guessing yet another mod may be interfering with the correct functioning of the Interface. As said before I'm having trouble running many mods, as my laptop can't keep up with all of that, so I run a pretty minimal KSP setup. I can try making a mod work one at a time, but to identify the troublemakers is the hardest part. On top of that the patches I am applying are pretty hard to create in a reliable way across other mods. Maybe you can find some clue in the booster cpu when it gets stranded over the ocean? I did change the landing behaviour of the Booster, which you may be seeing some effects of. As it comes in way steeper now (from around 8km altitude it will try to correct an error of around 1000m to the launchpad) the trajectory should show up quite a bit further than the tower (it's now aiming between 250-100m on the far side of the tower depending on mass). After engine start it should correct all errors and establish itself quite soon on an expected error on touchdown of 0m laterally and longitudinally (shown on the booster cpu). If you say it runs out of time, do you mean it doesn't slow down enough in time? That may be a TWR issue that may result from the patch not being applied correctly (yes, due to mods..). What do you mean by 'bottom edge of the OLM'? Now I wonder what's happening during Ship return? No worries about making a video. If you do at some point find some time to do one or more that would be great, of course, as a video will sometimes say more than a thousand words!
  2. Does anyone else have Boosters that don't return successfully?
  3. lol, did I break it again? What happened exactly? Did the Boosters CPU crash? Or could it just not reach the Launch Site? A video or some explanation would be useful.
  4. You're right, it's indeed CryoTanks that causes those issues. I've just uploaded a new patch that works on my system, so let me know if it fixes the issue. Thanks for bringing that issue to my attention, @adriangm44!
  5. Hmm, weird. You're also getting toggles for the COPV and HPU that I don't have. Do we run the same version of SEP? I do have the fuel switch I think, but not the tank type switch that you also have. I did a major rewrite of the patch, so most likely the issue is there, and some mod causes this behaviour. Would you mind starting with the bare minimum of mods required for SEP and the Interface and then build up from there to see if you can isolate the mod responsible for this? Perhaps cryotanks? I know that mod causes trouble for me.
  6. I updated my kOS Interface once again! This time I made some tweaks to the fuel and thrust settings: The Liquid Fuel/Methane to Oxidizer ratio are now 1 to 3.6 which I felt was more realistic. The Booster now has more fuel, while the ship has less, to accommodate a much flatter launch profile. The Booster will also glide a lot more aggressively during final re-entry before landing while still maintaining a reasonable success-rate (the last 10 I checked were all succesful). The Ships Interface now supports both the 6-engine and the 9-engine Starship (you'll need to modify the craft files yourself, as I've left the 9-engine Starship as the default for now). Here's a quick Launch-Profile side view I made from my log-files. Booster final re-entry gliding is now definitely noticeable: Let me know if you find any bugs!
  7. I think I'm slowly advancing to a more stable (read: way less bugs) experience with the interface, and I'm really happy with that. The biggest changes over the last few weeks have been the addition of Liquid Methane as a fuel (which was a major hurdle already for a long time), tweaks to the Duna Landing allowing a 30t payload to be landed on the surface or a Crewed Ship with quite some fuel still onboard, and the workings with multiple craft docked or in orbit to allow most functions of the script to work normally with way less crashes and other weird behaviour. That said, I have started working on a Maneuver page which can slowly take over some simple functions of Mechjeb in the future. And now I am working on an auto-docking feature The page will change a bit over time, but here's a WIP screenshot: Also, I made a Quick Guide of sorts for the Interface for those that are new to it: EDIT: Docking is already working way better than expected! If the Target ship is facing away from you, the ship will move itself to an "Intermediate Safe Point" (so it can pass the ship safely), after which it will move towards the dock for auto-docking! Here's a screenshot of the Interface during docking: And one of the Maneuver Page: It will show the other required buttons and lists depending on which maneuver you select! edit edit: Yes, I misspelled maneuver, that's fixed though.. edit edit edit: I started my own github repository for the project, from where the latest updates will always be available. I am rather happy with the new maneuver page, and hope to expand on it soon. The download link is both on page 5 and in my forum-signature. edit x4: I did another minor update just now. I fixed some small bugs I encountered, and just fixed the bugs that I encountered after the initial fixes... lol.. New craft will be able to update automatically when you install a new update from me (and a connection to KSC exists)! This means no more deleting the old craft and starting new from the VAB. (Although that is only from this version onwards.. I do describe a way to update existing craft in the changelog file) Auto-Docking is more foolproof, and I changed the behaviour of showing ship mass and delta-v while docked (I don't show it..). However Cargo Mass is more accurate now, and the icons are the right ones. Also you don't have to stage your payload correctly anymore. Booster separation is commanded a different way now, so not via staging (spacebar)! Let me know if you find any bugs!
  8. Hi, I'm new in this post. First of all many thanks for this great mod! Now straight to my problem: Using my kOS Interface for a Starship mod I'm quite dependent on Trajectories to work rather exactly, and I noticed some strange behaviour that I can't trace from any logs. Usually on the first session (after loading KSP) when I load a save-file in the atmosphere the impact position from trajectories differs from the second time I load a save-file. A temporary fix is to press on the 'update' button within trajectories. Is there a problem with the auto-updating, or am I maybe doing something wrong? Or is there maybe a way to force an 'update' of the aerodynamics via kOS? Thanks in advance!
  9. I see! As a quick note to that, with my script installed you shouldn't have to press space, but use the Graphical Interface and press "Launch" instead. This will start the launch sequence. Unfortunately I can't start the sequence with pressing spacebar, and my kOS scripts may cause a sticky throttle (I'm trying to fix this as well I think I just fixed it), therefore you may not be able to set the throttle to 100%. Then again, looking at @PaisteP7's problem, maybe something else is going on as well that I'm unaware of at this moment. EDIT: So I found and fixed the main issue causing the sticky throttle. There may be other cases that cause this behaviour, but we'll find those on the way. I also found a bug in the de-orbit burn calculation causing it to fail too often. It's now fixed and the link on page 5 has been updated with the latest version.
  10. Allright, I updated the link on page 5. I managed to make a new Boostback-Burn calculation that is way more accurate and works properly across these two use cases: with Community Resource Pack installed: The Booster and Ship will use "liquid methane". without Community Resource Pack installed: The Booster and Ship will use "liquid fuel". The renaming fix and the RCS fix have also been included. The Booster will also fly a bit smoother and make a decent amount of lift on final approach in order to slow down airspeed ánd still reach the Tower. I checked every ship with CRP and without CRP, and except for the messed up delta-v reported by KSP, everything works fine for me. I will check again tomorrow to see if I can find any bugs. Let me know if you find any! Thanks for all the help guys! This way the scripts are definitely getting better and better across even more use cases/mods!
  11. I think I figured it out. It happens if you rename the ship after loading right? I was able to recreate the error, and built in some protection against this happening again. With the next update it should hopefully be fixed! This one sounds counterintuitive and slightly unhealthy! Are the arms moving away alright? Okay, I just had time to try a launch with a crewed starship and it didn't go very well. Cargo ship went all right when I tested it a few days ago... lol. That's what I get for rushing an update.. Seems that the methalox still completely destroys the stock delta-v systems. It wrongly reports thrust, start mass, end mass, and therefore delta-v and TWR. Anyone got any clue as to what causes that? Is it just a part of Community Resource Pack? Look at this data here for example, with my gui data being correct: Crew and Tanker Ship didn't have rcs switched to methane by default, and caused a rather bumpy circularization burn (Jeb liked it). fixed that, lol. (in the next update) A bigger issue has been confirmed: The booster was completely overshooting the tower (from the boostback burn) and couldn't find its way home. I wish I could make a boostback function that is accurate across all use cases, but it's hard predicting that stuff. Methane has a slightly different flight-profile than liquid fuel apparently. So I have to work on that a lot, as I don't really want to sacrifice either liquid fuel or methane right now. So don't expect a working booster return for the tanker and crew ship until I get to invest a bit more time in reworking the booster script! EDIT: Booster landing should theoretically still work without Community Resource Pack installed, as it will revert to using liquid fuel. Ah, what a headache..
  12. I’ll take a look at it once I find some spare time! Is anyone else having any other problems at the moment? No boosters or ships spinning out of control anymore?
  13. Can you try with Community Resource Pack installed and the new version that I uploaded to my post on page 5 (and using the newly named craft files that I provide)? If it doesn't work, could you tell me the altitude at which separation occurs, and maybe the reported thrust of the Booster (in the VAB or during liftoff)? I think those two things are critical. My patches for reducing booster thrust may not be working for everyone.
  14. Aha, maybe your post gives a hint at the possible root of the problem, which I couldn't seem to recreate however hard I've tried. I am indeed only using ksp's standard fuel of 'liquid fuel' and 'oxidizer'. I thought that my craft files would run on liquid fuel by default, but that obviously didn't work. I had to create copies of some items (booster core, engines, ship, etc) with specific values for liquid fuel, oxidizer and thrust to make the script work properly and not have unrealistically high delta-v in orbit (another feature of this is that I can integrate the required kOS units inside the parts). Using different fuels and thrust could easily offset the desired altitude of separation (around 24+km for me) and therefore make the ship flip and completely offset booster return trajectories.. Methane I never got to work properly in the past (it messed up delta-v calculations for me), so I'll check it out again and either find a way to make it work, or when really necessary to inhibit using the script with methane fuels. Thx for the detailed description! In the meanwhile try using my craft files with liquid fuel and oxidizer! EDIT: Okay so I worked on the script and parts to fully embrace methane as well, as I think that may be causing the problems. I updated the download-link on page 5 for those that want to try. I don't have time to properly check everything, but the booster and ship seem to still fly and land okay. I also took the opportunity to rename the craft files and make the tower a default, so the old ones won't work anymore and can be deleted. I hope there aren't any big bugs, and I wonder how things will go for you guys. Let me know! Now Community Resource Pack is a dependency, so don't forget to install it! (Although the ship should hopefully still work on liquid fuel if you don't have it installed, I think it's a nice upgrade to use methane)
  15. very weird. Can you guys make a video, or send me some of my scripts logs, or both? Other questions: Is RCS running (this should keep it straight because stage separation needs to happen in the atmosphere for the booster to return)? At what altitude do you have stage separation? Does the program crash?
  16. Maybe you could try it without any unnecessary mods and check to see if the script errors out? I can't reproduce that behaviour at all (1/3 throttle is normal though since Kerbin is so much smaller than Earth). The ship should not flip, of course, so something may be interfering. It sounds nearly like some kind of aerodynamic change or early stage separation since the booster also lands off-target. Alternatively you could enable logging in the settings and PM me the "Kerbal Space Program/Ships/Script/" log files. I can take a look and compare them with mine.
  17. That's a weird error indeed! The only thing I can think of now is that you may need to change KSP or some language-changing mod to the english language. From what I can see all in the kOS cpu's terminal is that the "KSPActions" are written in german, and it's trying to look for the english word "deploy", and then it fails. Do you have some kind of language-changing mod in there? I can see you're running a lot of mods that may interfere.
  18. Sounds like kOS ran into an error. Can you open up the donnagers CPU in the kOS interface (menu is on the right hand side) and make a screenshot of the error? Maybe it's a preventable error that I need to correct.
  19. Actually no. The problem is that my scripts depend on the ship reaching orbit before the booster starts the final descent. This is so the focus is on the booster during final descent, and therefore the aerodynamic steering is more accurate and the booster doesn't crash or land off-target so often.. The range in possible apogee heights was so small that I decided to make one fixed parking orbit (around 75km) to make it work in all cases. the 'Kerbal Space Program' folder (depends on your OS where it is).
  20. don't think so. Can't remember that I did that.
  21. Nope! Gonna stick with starship for now Someone is working on an interface for dragon, but it will still take (maybe quite) a while.
  22. Thanks! Tell us how it goes! In the meanwhile I'm working on a Tower Page. It basically works already, but I need to check for bugs that will inevitably pop up. I still have some room for additional buttons and functions. Any suggestions?
  23. @kharly I suddenly realized that you may have been using a Target Landing Zone far away from the equator or the current orbit. The problem lies in the fact that the program only looks at longitude when calculating the deorbit burn. Therefore currently it can only automatically de-orbit to Landing Zones close to the equator. I may rework this in the future to allow automated de-orbit from higher inclinations to everywhere it can reach on Kerbin. However, in the next update I will only allow automatic de-orbit when the projected impact position is closer than 35km from the Target Landing Zone (instead of allowing it even when it has no chance to reach the target). EDIT: That went quicker than expected. I have implemented a new functioning automatic de-orbit mechanism to allow de-orbits from higher inclinations to multiple places. I also added an easy button for selecting certain fixed landing zones in the settings page: KSC, Desert Launch Pad & Woomerang (if you inclination is high enough to reach them). Please report any bugs! A little Cross-Track Error is not so bad. The script finds up to 35km X-Trk (like here) acceptable and easily corrects the error with some margin. If the script can't find any de-orbit that gets close enough you'll have to try another day. Incoming... Also I updated for the latest SLE update I found (today). The download link on page 5 has been updated. EDIT 2: I fixed a little bug that causes the program to fail on the de-orbit burn if high time warps were used before the burn itself. I also turned around the launch tower to facilitate launching the ship facing the same way after the first flight, also perhaps allows future cargo loading. And the ship can handle re-entries from higher inclinations better by rotating shortly before being caught. See this video: https://i.imgur.com/ssomMeJ.mp4
  24. Thanks for reporting your problem, @kharly! That obviously shouldn't have happened. Which landing coordinates do you have in the settings page? Default should be the place you launch from, "-0.0972,-74.5577", the KSC launchpad in my case. You can reset the default by clearing the textbox and pressing enter. Could you check the planned de-orbit burn with the trajectories mod showing expected impact position in mapview? Normally this way you can check to see if the planned re-entry roughly brings you back to base. I would appreciate it if you would be willing to try to launch and land again, and write about what you did, in which order you pressed things, that cause this kind of behaviour. Maybe you could add some screenshots too of the interface (main page and settings page) and mapview during re-entry.
  25. Haha, no worries! You don't even need to credit me, as I also simply took a stock cfg and modified one or two values slightly to my liking
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