Jontu
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KSP2 Release Notes
Everything posted by Jontu
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For any one having problems running Autom8 scripts. Open folder KSP\plugindata\mumechlib. Make sure file is yourfilename.lua, it has to be an lua file. If you don't see the extension (default for Windows) change that in Windows "folder options". From the KSP launch pad type <font color="blue">dofile("yourfilename")</font> and 'Enter' in the Autom8 control line. Quotes and parentheses are required. Hopefully you will get a usage statement, but it depends on the script. The usage statement "should" show you exactly what to enter. <font color="Orange">What you enter and the order in which you enter it is </font><font color="Red">critical</font>.
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Try a * math.log(b / c)
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Start by trying; dofile("mun") The rest is garbage, ignore it. After it's FlyMeToTheMun(lat,lon) caps required.
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Minmus or Mun? <s>10km should be more than enough for Minmus</s> I tried an LaT from 10km in Minmus orbit and it was about 2km off. I then tried from 20km (quick save) and was dead on. So it's probably bit low for Mun also. More critical is TWR. Mechjeb needs a TWR of 8 or better to successfully Land at Target.
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This script started out as what I thought would be a <i>trivial</i> modification of olex's Mun to Kerbin Return script. Well there is no such thing as a <i>trivial</i> mod to someone else code! I did have a "yeah" moment when I was finally coasting to Mun escape with fuel, but that didn't last. I found out what olex was refering to as fine tuning when I ended up back in Mun orbit. I know how to return from Mun, but I needed to start fresh. So HomeJeb started. The script is not optimal. Longitude is not yet available (neither vessel.longitude nor vessel.Longitude worked) and I don't know how to kill time warp. This is where you come in. You need to manually "abort" the time warp at the deorbit burn point. These are are -45 degrees longitude for Mun and +20 degrees longitude for Minmus. Neither value is critical or for that matter even optimal, but they work well. Longitude is at the bottom of the "surface info" screen. Notes: The script assumes your ship has sufficient fuel and thrust to get back to Kerbin. If you run out of fuel it just stops. There is one scenario I'm aware of that will cause you to crash. If you run out of fuel just before landing and without enough altitude to deploy your chute you will crash. Easy fix, if it looks like this may happen stage to your chute. <font color="red">Warning:</font> The script sometimes returns a coroutine error - out of sync. I think I understand what this means but I have no clue how to fix it. Fortunately it's intermittent, so quick save before starting script. <a href="http://pastebin.com/Bj0eC7P2">HomeJeb</a> on pastebin. I'm also attaching a zip file. <a href=" ">Video</a>Usage: Enter dofile("homejeb") Enter Home()
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[.16] Fix for weak large decouplers plus reduced wobble
Jontu replied to CrashnBurn's topic in KSP1 Mod Releases
Thank you. I was about to throw something at my computer. -
I'm trying to access vessel.Longitude but I get an exception. It says "Cannot get Longitude from MuMech.VesselState. Is this not implemented yet? Can I get longitude somewhere else? Thanx
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Here are four scripts, all basically modifications of R4m0n's FlyMeToTheMun. With <a href="http://pastebin.com/C4nDeKEk">KMun</a> I changed the name, typing in FlyMeToTheMun (capitalization required) got real old, real fast. I added a variable to input Kerbin Orbit Altitude and it adjusts Pe (one time using the original, it warped me into Mun). <a href="http://pastebin.com/VQJrQXgg">KMin</a> was just the next logical step. Lands on Minmus. <a href="http://pastebin.com/82iTeTrW">KMunO</a> gets you into Mun orbit at the input altitude. I'll let you figure out for yourself what <a href="http://pastebin.com/Qfnp6YVw">KMinO</a> might do. To use, open autom8 and type in dofile("filename") then click execute. This will give you "usage". Hopefully that is clear. Capitalization and spaces are required. Click execute. <font color="red">Warning:</font> On both Minmus scripts insure that you will not be caught in Mun's SOI. If you don't know how to do that, from the launch pad go to the orbital map (default M) and if necessary time warp until Mun is out of the way. Strange things happen if you are caught in Mun's SOI on the way to Minmus. I'm also attaching a zip file (because that's what I know) that you can just unzip into KSP\plugindata\mumechlib. Finally, if the scripts aren't working for you, try cleaning up your system. After uncountable times running and rerunning the scripts to make sure they worked the way I wanted, one more try didn't work. WTF! I ran <a href="http://www.wisecleaner.com/wisecare365.html">Wise Care 365</a> , defraged and rebooted and the script magically worked again. The haters are going to love me now. <font color="Orange">Edits</font> Cleaned up some code. Added error catch. Added immediate landing option, example - KMun(75,"il","il"), quotes are required. And, after having my ship topple over for no apparent reason, added stabilization.
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[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
Jontu replied to l00's topic in KSP1 Mod Releases
Try a different placement of your solar panels. I was having this problem on one of my ships and it turned out that they were being blocked by fuel tanks. -
Minmus is too close to their sun (or whatever it\'s called - Kun?) to have methane ice.
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Getting to minmus with Munar orbiter
Jontu replied to VernKerrigan's topic in KSP1 Gameplay Questions and Tutorials
Clear as mud. Do you yank 1st or wank 1st? -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
Jontu replied to chickenplucker's topic in KSP1 Mod Releases
Thanx, I finally got my mobile light tower to my mun base. Uploaded with ImageShack.us I\'m also attaching my craft file for use with Silisko Edition. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
Jontu replied to chickenplucker's topic in KSP1 Mod Releases
I\'m having a problem with the flood lights. They keep doing weird things. This is the most extreme. The exact same ship without the floods has no problem. It doesn\'t matter where I put them. I\'ve attached my .craft file in case I\'m doing something wrong. -
Can I have a couple hundred (thousand?) to place where Kerbals have died for my endeavors.
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I\'m curious, who\'s being 'cheated' by using the cart mod? Not me. I finally got my cart on the surface of Mun. And yea, I used MechJeb. For me achieving Korbin orbit got boring some time ago, same for TMI and Mun orbit. Building a ship, with stock parts, that would get a cart to the surface of Mun was a challenge (fortunately drag hasn\'t been implemented yet). Getting the cart off of the ship was a challenge. According to your friends standards, my whole endeavor was cheating because it stated with a mod. I don\'t feel cheated.
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I like that idea. Where\'s the like button!
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You want a decoupler it\'s easy enough to add but not necessary, it will survive the return to Korbin with out it. This is a tested design. An ASAS would serve no purpose. There is nothing to control, i.e. RCS, winglets, or vectoring engine.
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McHermanson and Sons Psychiatric Institute: Aerospace Division (We also offer a line of gourmet cheeses and fine whines. Demand the best, demand McHermanson and Sons) is proud to present the Molts Mk2 (Mun orbiter lander training ship). Inspired by/learned from Koalemos II, this is a light ship with plenty of fuel for a Mun landing and return and enough extra for screw ups and additional maneuvers (if I can do it anyone can).