-
Posts
269 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Poppa Wheelie
-
Flight Plan [0.10.7 for KSP2 v0.2.2+]
Poppa Wheelie replied to schlosrat's topic in KSP2 Mod Releases
I really enjoy the ability to edit nodes while the game is paused, but perhaps editing while pausing is what caused my initial suspicion that Flight Plan needed to move Burn Start times up before the selected creation point. However, I looked back over my screenshots, and I see that once time is taken off of Pause, the Burn Start time has indeed been moved up. So all is well on that front. I did notice, though, that with a little more manual tweaking of the Burn Start time, I still got a better predicted result (ie, closer to circular, lower Eccentricity). 1 minute 13 seconds to Ap Immediately after the node to Circularize at the Next Ap was created (with time paused), I noticed that the Start Burn time and the Time to Ap were matching. This led to my belief that the Start Burn time was locked on to the selected point (Ap in this case) After unpausing time, and then pausing again, the Start Burn time has been adjusted Flight Plan created node has projected Ecc of 0.004 With a little more tweaking of the Burn Start time, I got an Ecc of 0.002- 242 replies
-
- 1
-
-
- plan
- totm.aug.2023
-
(and 2 more)
Tagged with:
-
Flight Plan [0.10.7 for KSP2 v0.2.2+]
Poppa Wheelie replied to schlosrat's topic in KSP2 Mod Releases
Yes, this is what I have been doing. This MNC ability to edit a node with the game paused is fantastic! I may not be able to get to it for a few days, but I'll see if I can set up a good scenario, with screenshots, etc., and I'll report back here.- 242 replies
-
- 1
-
-
- plan
- totm.aug.2023
-
(and 2 more)
Tagged with:
-
Thanks for this mod! I use it all the time. I have one possible bug, and two requests: Bug? When I ask K2-D2 to burn the next node, it begins the burn later than the burn start time. Here's what I'm expecting, versus what's happening Each second What I expect What K2-D2 Does Beep, light 1 Beep, light 2 Beep, light 3 Loud voice, light 4 Begin burn one second later Begin burn Request 1: Could we also have a Roll setting on the Attitude Pilot? And could each of the 3 (elevation, heading, roll) also be optionally selectable? I will sometimes only want 1 or 2 of the 3. Request 2: Could the K2-D2 window be hidden with the selection of F2 (Hide UI)?
-
Flight Plan [0.10.7 for KSP2 v0.2.2+]
Poppa Wheelie replied to schlosrat's topic in KSP2 Mod Releases
Thank you for this mod! And for the combination of Flight Plan, Maneuver Node Controller, and K2-D2. I use these all the time. I've noticed one issue with Flight Plan and/or Maneuver Node Controller: If I create a node, then load a save previous to this node creation, Flight Plan and Maneuver Node Controller still have a node. Also for Flight Plan: When Flight Plan creates a node to do something at a particular point (eg, Circularize at the next Ap), the node is created right on the Ap, which will not result in the most circular orbit (possibly with the Pe still in atmosphere). When I look at the expected future results in a case like this, I do not see a circular orbit. In these cases, I manually adjust the created node, by walking backwards in time to find the "best" circularization. Could this feature of placing nodes directly on specified points be updated? I think that in every case, we don't really want the resulting node to begin its burn directly on the selected point.- 242 replies
-
- plan
- totm.aug.2023
-
(and 2 more)
Tagged with:
-
Thank you for this mod! And for the combination of Flight Plan, Maneuver Node Controller, and K2-D2. I use these all the time. I've noticed one issue with Flight Plan and/or Maneuver Node Controller: If I create a node, then load a save previous to this node creation, Flight Plan and Maneuver Node Controller still have a node.
-
I'm loving this game! Thank you dev team! I have four feature requests for the dev team. These obviously are not really bugs, but they bug me. Can these go on the dev list, please? 1. On entering the R&D building, take me directly to the first non-complete tier For example, if I’ve already completed tier 1, and am partway thru tier 2, take me directly to tier 2 2. When a vehicle has brakes set, keep the brakes set until I unset them Right now, when I put a kerbal back into a vehicle which had brakes on, the brakes are turned off as soon as the kerbal boards. Expected behavior is that when a vehicle has brakes set, they remain set, independent of whether any kerbals are present, and independent of whether any kerbals are boarding or just finished boarding. 3. List Research Inventory "science cards" in reverse order, with most recent on top When we press the button and get new science, a window pops up showing a scrollable list of what I call "science cards" at the top, and then a summary of data and samples at the bottom. Right now, the scrollable list of science cards at the top of this window has the most recently collected science listed at the bottom of the list, meaning I need to scroll down to see what science I just got. I want this list to be in reverse order, with the most recent stuff on top. 4. The sound of walking on celestial body surfaces should sound like what the kerbal would hear inside the helmet. I’m expecting to hear something that matches what I’m seeing, that the kerbal is walking on grass, dirt, concrete, rock, regolith, powder, etc. And if there is no atmosphere, the sound needs to match, and only be coming through the suit into the helmet. Right now all walking sounds (to me) sound like the kerbal is walking on a metal floor in a small room with lots of echo.
-
Nav Ball Frustrations
Poppa Wheelie replied to GWedge's topic in KSP2 Suggestions and Development Discussion
I think it would be very useful to use positive and negative to indicate if your distance to target (at the indicated relative velocity) is increasing or decreasing. -
You may find this helpful.
-
You still use the 9.81. This is required because of the way Isp is defined. I don't know the details, I can't show you the math. But you must still include the 9.81.
-
Some options: Attach all radial tanks with radial decouplers instead of directly tank on tank Manually calculate your dV using the rocket formula
-
I went to the Mun and back, using only the tech from "Starting Rocketry", the first node in the tech tree.
-
OK , I'm back from vacation. And, I successfully completed the mission I attempted earlier, Mun landing and return, using only parts from the initial tech node. Launch weight: 137.32t But, I'm not the first to report a successful landing on another celestial body and return to Kerbin using only the initial tech node. I'm sure there are more, but I've found these 3: @Nnamleips reported a Mun and return mission in these forums on 31 December. Here's that report. The Kerbin reentry method was a large retrograde burn right before reentry. Gregrox reported a Mun and return mission on reddit on 6 January. Here's that report. I asked how the reentry was done, and here is the reply: "Kept the tanks and fins attached. Started with a retrograde gliding reentry but ended up just wobbling back and forth a bunch until I slowed down enough to land normally. It took three tries." And Matt Lowne did an Eeloo landing and return on YouTube. Here's a link to that one. Matt's reentry method was some intentional wobbling, plus some empty "ablative fuel tanks" (he let some empty tanks absorb the heat and blow up). No retroburn. My reentry method was a 1500ms retro burn right at atmospheric entry. Full album here (45 images, I think): https://imgur.com/a/2mQ7E0h Highlights: I had to do lots of fuel transfers, sometimes during burn, to make this whole thing work. Here I'm transferring from the orange to the black tanks right after achieving orbit. I had some troubles with lost orbit lines, and plenty of troubles with decaying orbit around the Mun. I found my decaying orbit issues were happening when below 9000m ASL, so I established orbit above that line I was kind of busy with the landing itself, and didn't take any screenshots during that phase. Then I landed in the dark. Time warped forward until sunrise. Val did EVA, planted a flag, and returned to the capsule. I did one more fuel transfer from the tanks below the green line to those above the line. I also don't have any screenshots of the ascent. I did a direct ascent (did not establish Munar orbit but burned continuously from Munar liftoff until I had established an exit from the Munar SOI and a good Kerbin orbit with Pe in the very upper atmosphere. Right as I was entering the Kerbin atmosphere, I burned all remaining fuel (about 1500m/s of dV). Here's a shot right after that burn completed. All 4 of the lateral tanks overheated, and 2 of them blew up. After the heat effects subsided, I separated the capsule, and the rest of the landing was "nominal". Mission Complete!
-
Kerbal portrait arrangment.
Poppa Wheelie replied to DaveLChgo's topic in KSP2 Suggestions and Development Discussion
I support all of your asks. In addition: I want to be able to drag and drop the portraits into any order I want. -
In your first 3 screenshots it looks like you have some form of Map View displayed on the CRT. What is that, and how did you achieve it?
-
I updated CKAN today (I had to force the update, it didn't do so on startup as it should have according to the settings), to 1.34.4, "Niven". The reason I didn't see these updated versions may have had something to do with needing this update, because with this updated CKAN I can now see MicroEngineer 1.6.1, as well as SpaceWarp 1.7.0 and UITK 2.4.1. I updated everything to these latest, and looks like I'm good to go now.
-
From CKAN, SpaceWarp: 1.6.0, UITK: 2.4.0
-
I don't seem to have any Micro Engineer functionality with 1.6.1 or 1.6.0 installed. When I go down to 1.5.1 I have to turn Micro Engineer OFF for it to work properly. KSP Log: Ksp2 20240103.log Player Log: Player 20240103.log With Micro Engineer 1.6.1 installed, I don't see the Micro Engineer window, or the Apps button. I went down to 1.6.0, same result. I went down to 1.5.1 and got this: Next, I thought I turned Micro Engineer OFF, but then it appeared to be working properly (still on 1.5.1)
-
This!
-
In this topic on 7 December I posted the above. Today I did a new Kerbin return to see if it was possible to return from Mun with no heat shield. I don't think this will work with the current version of the heating system. I just put an identical vehicle into a 12,000,000m orbit above Kerbin (a little past Mun's orbit), then at Ap I lowered the Pe to 60,421m (almost 100m lower than the mission above). But the lateral fuel tanks overheated and blew up almost immediately (while still above 60km). Next, I put the vehicle in a LKO and lowered the Pe to 60,495m. The lateral tanks also overheated and blew up well above 60km (64,548m, in this case). So, I'm not sure if it's possible to return from orbit without a heat shield. I don't intend to try again any time soon, at least until we get an updated reheating model, or until someone else figures out a way to return from orbit without a heat shield. Maybe you have to zero your horizontal movement and fall straight down? Someone else is welcome to give that a try. Small but significant update: I ran a little experiment to see if I could get a capsule with parachute from orbit to the surface of Kerbin by focusing on velocity at the 70km mark (versus my normal reentry focus of Pe setting). I made several runs, but these two show the boundaries within which success is possible: Velocity at 70km: 1998m/s - FAIL Velocity at 70km: 1684m/s - SUCCESS! With heat warnings
-
Update, 20231220: I don't think this will work with the current version of the heating system. I just put an identical vehicle into a 12,000,000m orbit above Kerbin (a little past Mun's orbit), then at Ap I lowered the Pe to 60,421m (almost 100m lower than the mission above). But the lateral fuel tanks overheated and blew up almost immediately (while still above 60km). Next, I put the vehicle in a LKO and lowered the Pe to 60,495m. The lateral tanks also overheated and blew up well above 60km (64,548m, in this case). So, I'm not sure if it's possible to return from orbit without a heat shield. I don't intend to try again any time soon, at least until we get an updated reheating model, or until someone else figures out a way to return from orbit without a heat shield. Maybe you have to zero your horizontal movement and fall straight down? Someone else is welcome to give that a try.
-
Weekly Challenge #41: Grand Tour!
Poppa Wheelie replied to Dakota's topic in Challenges & Mission Ideas
Yes, especially right now in KSP2, while I'm trying to avoid landing legs, I often build my landers to land on fuel tanks. -
Weekly Challenge #41: Grand Tour!
Poppa Wheelie replied to Dakota's topic in Challenges & Mission Ideas
Very nice! On this lander used at least for Minmus, what part do you have under the side fuel tanks - the part that is actually touching the surface as your "landing feet"? -
kOSPropMonitor (Adopted) - [KSP 1.12]
Poppa Wheelie replied to JonnyOThan's topic in KSP1 Mod Releases
Now the game freezes when I enter IVA (with 'C' key). After I edited the Patch file earlier today, I restarted the game, but went to a vehicle in flight to try out the changes. This time I started a new save, with no vehicles in flight, went into the VAB, loaded up a vehicle, launched it, and attempted the IVA. Game froze. Tried from scratch a second time - game also froze. Logs: KSP: https://1drv.ms/u/s!AijA8HUkaaOEmQRjep1Mq1WcBRop?e=q5afma Player: https://1drv.ms/u/s!AijA8HUkaaOEmQVWnsY-6mYYsKHp?e=evV5kG Update 20231215: All is well after I replace the modified Patch file with the original. So, my game is fully functional. I'll just work within the 80 total character limit for now. -
kOSPropMonitor (Adopted) - [KSP 1.12]
Poppa Wheelie replied to JonnyOThan's topic in KSP1 Mod Releases
Are you saying the changes I made to the patch file should have worked? Or is there something I should do with the kOSMonitor.cs file you linked to?