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Everything posted by VoidSquid
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Problem with mission Dawn of the space age, part 3
VoidSquid replied to Damo84's topic in Making History Support
Looks like this confirmed bug, doesn't it? https://bugs.kerbalspaceprogram.com/issues/25762 -
Huge memory consumption and memory leaks, my modded KSP starts with 13 GB and within 2h goes to 20 GB.
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I don't know... the idea(s) here: start with cheap boosters up to approx. 12km / 400-450 m/s vertical velocity. Let the skipper bring the rocket close to circularization (avoiding space junk). From there on, two stages with nuclear engines, having 8300 and 8900 m/s, respectively, following the old guideline of stage dv equals roughly ten times the numerical ISP of the engine (800 m/s here, both), thus having an acceptable thrust while at the same time giving a good amount of dv. And this was a more or less quick build, back the days of 1.7.3, didn't put too much efforts into further optimization / even more dv, just did this for a contract. Yeah, this would be probably what I'd do for even more dv, avoiding to carry the weight of big half-empty tanks.
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Hey @Jim DiGriz, I tried to calculate an advanced transfer from an equatorial LKO to capture a comet (elliptical sun orbit) but unfortunately MJ dev #1000 always throws "an error occured while creating the node", the logfile says: [LOG 12:35:42.630] [MechJeb] porkchop scanning found DVminsqr = 28293504.5198571 DVmaxsqr = 2.23409310460492E+15 [EXC 12:35:48.102] NullReferenceException: Object reference not set to an instance of an object MuMech.OperationAdvancedTransfer.MakeNodesImpl (Orbit o, System.Double UT, MuMech.MechJebModuleTargetController target) (at <bd2f44b018644269bf2013ae8c705cdf>:0) MuMech.Operation.MakeNodes (Orbit o, System.Double universalTime, MuMech.MechJebModuleTargetController target) (at <bd2f44b018644269bf2013ae8c705cdf>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) MuMech.Operation:MakeNodes(Orbit, Double, MechJebModuleTargetController) MuMech.MechJebModuleManeuverPlanner:WindowGUI(Int32) MuMech.DisplayModule:ProfiledWindowGUI(Int32) UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) Any idea what's going on here, that DVmaxsqr looks pretty big?
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I'm trying to write a MM patch that disables all RCS functionality in any command pod (currently it's only the Mk1-3, afaik) having this functionality. Would this work? @PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleRCS]]:FINAL { @MODULE[ModuleRCS] { %moduleIsEnabled = false } } I'd like to have the ability to enable it again during flight, i.e. I don't want to completely remove the functionality, just disable it by default in the VAB. Thanks in advance for your input. EDIT: after some try and error, this works as intended: @PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleRCSFX]]:FINAL { @MODULE[ModuleRCSFX] { rcsEnabled = false } }
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Communications to/from Eve
VoidSquid replied to jbdenney's topic in KSP1 Gameplay Questions and Tutorials
I think this is the problem here, the Communotron HG-55 is a direct antenna, not a relay antenna. https://wiki.kerbalspaceprogram.com/wiki/Parts#Communication -
Very true. My crafts tough always have more than enough fuel, (I start with some 7400+ m/s from KSC for a Mun or Minmus landing), I've no need to fly that much efficient. Always better safe than sorry, and the extra fuel gives me that
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- landing
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I'd think this is pretty good: What I do usually: Start with a (more or less) circular orbit of 20-25 km. Burn retro for some 50-60m/s until the trajectory is a bit behind the spot where I want to land. Maneuver node directly above the planned landing spot (6-8 km above ground), reducing the horizontal velocity to zero. Falling slowly down, I have enough time for fine corrections where exactly I want to land. Retrograde, keeping the vertical velocity roughly 1/10th of the numerical value of the altitude above ground. At about 20-30 m above ground, I switch to Radial Out and then soon have a smooth touch down at approx. 1m/s.
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- landing
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Sent way too expensive rockets to Moho and Dres with the new ScanSat parts, to get rid of the new offered missions about visual scans. Boring.
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Why won't this get off the ground?
VoidSquid replied to Atraxa's topic in KSP1 Gameplay Questions and Tutorials
Yeah, that sounds very familiar, but fortunately there's solution for this: From your screenshot, I strongly agree with what @Bej Kerman already said, KER's default is to display vacuum values (which are what one is usually interested, e.g. the magic "3400 m/s to orbit" is referring to vac. dv), not ASL. You could cross check with the stock display (lower right corner, the delta v symbol), I'd bet your ASL TWR is below one. Or just click the Atmospheric button in KER, that should give you the ASL values as well. -
Fuel transfer issue with V 1.10
VoidSquid replied to daedalus6's topic in KSP1 Technical Support (PC, unmodded installs)
I'm aware that this issue is filed under unmodded installs, nevertheless, a mod like this will probably resolve this issues, at least, until it will be hopefully be fixed in the next update. -
Does the MK2 Lander have doors or not?
VoidSquid replied to TimKerbin's topic in KSP1 Technical Support (PC, modded installs)
Workaround here: -
Lander Can Mk2 Not able to open sides
VoidSquid replied to Mapoko's topic in KSP1 Technical Support (PC, unmodded installs)
Known bug https://bugs.kerbalspaceprogram.com/issues/25675 Workaround:- 1 reply
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CKAN Failing to install (Fixed)
VoidSquid replied to catloaf's topic in KSP1 Technical Support (PC, modded installs)
You should move your KSP installation to a folder outside "program files" or "program files (x86)", e.g. to "C:\KSP", as these are OS-protected areas. -
Too mand CTD's Crash Log included !
VoidSquid replied to fizy45's topic in KSP1 Technical Support (PC, modded installs)
I checked the crash.dmp, unfortunately not much to see there, nothing point to a particular culprit. This result is turn is typically for mod issues, I don't see any other way but to say remove half of your mods, see if the issue persists, if yes: must be at least one of the remaining mods, if no: must be at least one of the removed mods. Continuing this way, it shouldn't take long to find the mod(s) causing this issue.