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Sppion1
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Everything posted by Sppion1
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[1.8.x, 1.9.x, 1.10.x] Steam Gauges Recalibrated
Sppion1 replied to linuxgurugamer's topic in KSP1 Mod Releases
Hello ! I have a question : is it possible to display the liquid fuel in the hud fuel indicator ? I think the default one is monoprop, right ? -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Sppion1 replied to TriggerAu's topic in KSP1 Mod Releases
I had an alarm set for a vessel, which was a raw one. I then see that this event will occur at the same time than another one, so I wanted to change the time, to not make averything at the same moment. I can't succeed to do so (I had no focus on the vessel at that moment), I was juste able to change the description... So I just switched to then vessel, deleted the alarm, and then set another one, a bit later. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Sppion1 replied to TriggerAu's topic in KSP1 Mod Releases
Hi everyone ! I was wondering, is there a way to edit alarm ? The time of the alarm I mean, not just the text ? Thanks for this mod, I really appreciate it ! As some have already said, a must have ! -
I juste tested, but I have a bit different behaviour : I have two active contract/waypoint, flight 1012/1023. (and a lot offered) Starting with everything off : - When I switch repeatedly on/off active waypoints, I only got the active ones, for flight 1012/1023. - When I switch repeatedly on/off offered waypoints (active are off) I get offered + active (flight 1012/1023), as I can see a waypoint over kola island / jeb junkyard for TransKerbinAirlines. (That's a bit annoying). - When I select active, offered, and then deselect active, I got no waypoints. Then selecting again active bring back all waypoints. (So workaround ok) Anyway I can live with it, just told so it can be improved
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Hi ! @Caerfinon I noticed your mod waypoints are not in right categories : in the tracking station, the "active waypoints" button toggles your offered waypoints, and the "offered waypoints" button toggle the waypoints for greyed mission. for example, the active offered mission is to rescue a kerbal in sea. Its waypoints should be toggled via the "offered waypoints" button, but are toggled with the "active waypoints" one. And those for a greyed mission (example : navy test 2, that I have not done yet) should not even be visible, but are toggled via the "offered waypoints". And thanks for the mod ! I'm still waiting to be able to unlock every bases, as I'm randomised on already unlocked flight, and very rarely on new bases.... I'm still at cap Kerman ^^
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@Arrowstar Thanks for the reply, that's very much appreciated. So if I understand the logic, I use MFMS to preplan a maneuver, which is a bit unrealistic, because I won't be at that place at that exact moment. After that I use either mission architect or launch vehicle designer to replan exactly the burn, at a more realistic moment (as I am already in orbit, you know) with parameters that will let me go where I want ? So I'm experimenting right now with mission architect. To be more realistic, I took a sandbox game, lanched a prob with 5000 m/s (so I'm pretty sure that's enough, and anyway I can refill it up with *magic*). Now I'm in orbit, ready to go. In MFMS, I indicated my current orbit, *now* in launch window open, *now* + 88 day in launch window close. Ran the simulation. I got : UT launch : 2138399.9991 Burn Information to Depart Kerbin --------------------------------------------- Total Delta-V = 2.2242 km/s Prograde Delta-V = 2221.2154 m/s Orbit Normal Delta-V = -115.7186 m/s Radial Delta-V = 1.2678 m/s --------------------- Burn True Anomaly = 121.4147 deg --------------------------------------------- Burn Information to Depart Eve --------------------------------------------- Total Delta-V = 0.0318 km/s Prograde Delta-V = 31.8188 m/s Orbit Normal Delta-V = 0.0000 m/s Radial Delta-V = 0.0000 m/s --------------------- Burn True Anomaly = 0.0000 deg --------------------------------------------- Total Mission Delta-V = 2.2560 km/s So yeah, 5000 m/s are enough. Now, that's not realistic as at that exact time of launch, I won't be at 121° for the true anomaly. If I understood well, I'm supposed to use from example mission architect. So I open it up, double click on initial state to set the actual orbit of my vessel, updated dry mass and propellant masses. I added a coast event to go to the time of launch (minus 15 minutes, as my orbit period is about 30 minutes, 15 let me be as close as possible of the launch time while being at the true anomaly) (lot of waiting here, as I got a yellow "working" (waiting for 88days, so...)) I then added another coast event to go to the true anomaly. (waiting again :D) I then added my maneuver node. Seeing that nothing changed in the orbit, I added another coast event, to go to Y2 D99 (waiting for almost one year....) I can then see that it's pretty close to Eve orbit, but not really in Eve SOI. How do I make the tool adjust the burn so I end up in Eve SOI ? I take the UT of the end of the cost event (coast to true anomaly), which is the start moment of the burn. I put it back in MFMS at launch window open, and in launch window close (1 second later). I computed again the maneuver, got slightly different parameters, and updated the maneuver in mission architect. (waiting again). Then updated the last coast event (supposed to coast to Eve peri, as it is the one in MFMS). And.. nothing. Is still end orbiting the sun. I added 2 seconds (maybe I was wrong and the time given in MFMS was not the peri but the encounter ?). Still orbiting the sun.. Questions : Is it normal that it take so long ? Am I doing it the right way ? Is it supposed to work this way ? What should I do to get this maneuver right ? To be able to exactly get the time of burn, and other parameters predefined so I get that encounter ?
- 4,948 replies
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- ksptot
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A question to you all : I want to build a seaplane (more like a flying boat if I'm corect). I got two of them, and one of them (with mk3 and mk2 parts) can't stop bouncing on water... I don't event know why. With timewarp I am able to stop it, but as soon as I stop timewarp, it start bouncing again, and it increase bouncing. It's on the pitch axes (the plane keep pitching up and down, and more and more). Do you have any idea why ? Is building seaplane with FAR's water still that difficult ?
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Sppion1 replied to RoverDude's topic in KSP1 Mod Releases
Just to be sure, those construction docking port can't be mounted radially, unlike stock (the middle sized one, not junior nor senior) ?- 1,473 replies
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Hi ! I'm having trouble using this tool... I recently wanted to plan flyby (start small, they said...). So I found this tool, read a tutorial, trying myself... Found out that the tool I wanted is the "multi-flyby Manoeuver sequencer". I put time in it (I don't know how to do it directly from KSP ?), I put my orbit (found how to do it with right clik => from KSP/FSF file), put my waypoint, that would be Kerbin Eve Kerbin to me. I hit the compute flyby manoeuver sequencer.... To find out a lot of information. And I can't put the first manoeuver node, which is supposed to drive me to Eve.... Got those informations : Kerbin Departure Date = Year 2, Day 119 01:47:29.407 (11756849.4072 sec UT) Burn Information to Depart Kerbin --------------------------------------------- Total Delta-V = 1.5954 km/s Prograde Delta-V = 780.7456 m/s Orbit Normal Delta-V = 1221.0937 m/s Radial Delta-V = 666.7340 m/s --------------------- Burn True Anomaly = 130.3310 deg So I do understand almost all. But what about the true anomaly ? How do I set the manoeuver accordingly ? From what I found, it is the angle between periapsis and my vessel, as seen from Kerbin (in this case). Right. But precise node doesn't provide this information. And by eyeballing it, the departure date wasn't at the right moment. (more like 10/20° for my vessel). And by trying to place it close (but eyeballing, because I got no tools) I got something that get me a flyby Eve. So I could go with that and try to get a burn to reintercept Kerbin later. But is there a way to : Exactly place my burn at the right place (with true anomaly, I guess, but how exactly) ? Re calculate the burn characteristic (prograde/normal/radial) for a specific time at a specific place on the orbit ? So when placed with previous question, I could just input new numbers and get my trajectories. So no more guess the best to come back.
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- ksptot
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@killerkenny42 Do you have installed dependencies ? KerbinSide remastered and Kerbal Konstructs ?
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Hi ! I might sound idiots, but.... I don't know how to read details of a burn :S Like for a K-E-K I got this : Orbit Departure Time: 11728800 seconds UT 544 days UT Y2 D118 H0 Start Orbit Inclination: 35,1 degrees Start Boost from that incl.: 1072 m/s Start Equatorial Z velocity: 1909 m/s Start Equat. Prograde velocity: 468 m/s Start Boost from Equat. Orbit: 1966 m/s V Infinity Leaving Start Planet: 1003 m/s What I do understand of this is the time of burn (at least I do understand something). But what about others ? Orbit inclination, Is this like the inclination difference between th Mun and minmus ? So i have to be on a very inclinated orbit ? Which seems pretty weird... Or is it like 35,1° from prograde ? Start boost from that inclination, I imagine thats the boost I give in the prograde direction ? Or is it start boost from equatorial orbit ? So I'm having a hard time here... Can someone explain it to me ?
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Hi there ! First of all, I really love those mods ! I like the challenge they propose, all the logic you have to come up with, etc... At the moment I'm trying to build an orbital station, but when I dock another part to it, my game crash. I don't really know why, but the last lines are : [LOG 10:57:58.481] Docking to vessel KOS [LOG 10:57:58.484] Active vessel docked to a station. Waiting for LateUpdate... [WRN 10:57:58.499] [AttachNode]: Unable to invert surface node on Life Support Tank (2.5). Set to center of part. [WRN 10:57:58.499] [AttachNode]: Unable to invert surface node on Life Support Tank (2.5). Set to center of part. [LOG 10:57:58.503] Awarding 81388 funds to player for contract completion Are thoses warning fines ? I can't see the reason... I switched to the station and back to the vessel just before docking, so I can load the station. But like 1 second after docking (the camera is still moving) KSP crash... Here is the full log : https://drive.google.com/file/d/1CN_moHTbwPG5PTnW-t5azSZ796P4Kc0I/view?usp=sharing Thanks for helping, and tell me if you need anything else
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Hi everyone ! My game is crashing each time I try to load a vessel, in the VAB. Not sure it's related to KCT, but the last lines of the KSP.log shows this multiple time : [KCT] Attempting to take control of launch button So I was wondering, can this cause the crash ? KSP.log : https://drive.google.com/file/d/1QIZxV1JgL9SDnqsTlkzwXeLM9b5EroDE/view?usp=sharing
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With the new version my aerodynamic center disapeared. Reverted also fixed this one. Can't remember if I could generate lift, not sure I made a single flight fot the time I installed it... (Thanks for that mod, I keep using it, it is the second major mod I installed )
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Oh, I see. The issue is not to tell if a plane was there, but to spawn one at the right place. (For recover, I don't see this as an issue : either you leave it there for future mission, or you pay the trip to get it back to the KSC (or you fly it). Or you recover it in the SPH, when you have KCT). For the spawn part, no idea at the moment...
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On Contract Packs GAP, some mission start/end at island or dessert airfields, so I'm not sure to understand why you don't have control of launchsite. And really looking forwards to all thoses mission on the road maps, many thanks for all of that
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Hi Got an idea for you, I don't know if planned or not, but did you think about trip between two other bases ? Or even round trip between 3+ airports ? At the moment I think (might be wrong) that contracts exists only between KSC and somewhere else, right ? Juste read the message above : Now I want to make a seaplane... Have a nice week-end !
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Thanks for your replies ! I understand some things better now Originally I was a bit afraid, because I won't take the same airplane to make a 300km trip than for a 1300km one for example. But as there is waypoints, that's fine to me . (And I do use NavUtilities, so your supports to it is very appreciated !)
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Hi ! First of all, that's a very great idea of mod ! for a long time I was stuck between dessert airfields and island.... I'm not sure if this is not more a problem with KerbinSide or KerbalKonstruct... Why I can't get all runways appear in the tracking station ? For example I can get south lake or rounge rover, but not jeb's junkyard or kerman atoll ? I did selected "runway" and "closed" on the kerbal konstruct menu, but still can't get them to appear... Does anyone knows ? Thanks ! Have safe landings
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[1.12.x] AFBW Revived (Joystick & controller mod)
Sppion1 replied to linuxgurugamer's topic in KSP1 Mod Releases
@Redacted Did you try to calibrate ingame ? I'm coming for another issue : How do I bind the "main throttle" in axis group to my controller's main throttle ? I can't find anything.. (maybe not good at searching ?) Thanks in advance ! EDIT : Ok, by curiosity I started to read previous page, can't understand why I didn't found it earlier. Basically, mod not compatible with axis group, or axis action group. Would be great to see that ! Anyways that mod is awesome ! Thanks for all these mod -
Thanks all for your help So I get what I wanted with Kerbal Konstruct, just searched for "how to use kerbal konstruct", and found a "dessert runway light" part that I put on the dessert runwau and on the island. Happy launches and happy landings to everyone ! PS : @Corona688That's the name in game, just look at it
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Thanks, I'll give it a shot, although I thought it would be easier than adding that much building. Maybe with Kerbal Konstruct I could just add light to existing ones ? Or I'll try KerbinSide, don't know yet. Thanks anyway
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Hi everybody, Is there a way (probably a mod ?) to have dessert anr island airfields illuminated at night like ksc's runway ? Could be pretty usefull to land at night... Thanks Happy launches and landings
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Thanks for the reply ! Yes, I think I'm going to give it a try, maybe in .... not so much time I hope. But I have long before having enough time to try. That's possible FAR found something broken. In the save file, I've found two interesting things : => some module of that vessel have two times the "EVENTS{}ACTIONS{}UPGRADESAPPLIED{}" part. => some parts (a rockomax tank, an antennae, a service bay, two docking ports among others) seems to be their own parents, so it might make multiple root node for that craft, no ?
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