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mrenigma03

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Everything posted by mrenigma03

  1. Double check that you have no more than one protractor on your ship. If it happens again, please post that log file, and I will have something to go on. What do you mean by 1.7.2? I'm not quite clear on what the problem you're having is.
  2. Make sure you only have one protractor on your ship (if you accidentally had symmetry on, you may have more than one) and that you're not near any other ships with protractor. The latter of those will be fixed in the next patch. It plays just fine with mechjeb. I've had mechjeb on the entire time I've been developing and testing this plugin. Can you reproduce it, and if so can you post the contents of your KSP_win\KSP_Data\output_log.txt file and ideally a screenshot?
  3. Are you orbiting the same body as your target? And are you zoomed out too far? Please post a screenshot so I can investigate.
  4. Oh yeah? Then why isn't it in your sig under "My Favorite Mods Evah"
  5. It draws a line connecting you and your target at your closest approach (in the future). That way if you are going to miss it, you have a visual indicator of which way to burn to set up an intersect.
  6. New version Changes in 2.2.1 - New! line drawn for closest approach. EXPERIMENTAL! Click on the number in the "closest" column to activate. For now, only works with current orbit. - fixed adjusted angles sometimes showing negative values Again, thank you adammada for the line drawing code!
  7. I appreciate the changes and will look over then when I get home. However, in the future please run changes by me before releasing. I would like to manage the release to avoid confusion.
  8. Actually the code is all mine except for the piece of code that gets your ships T/W ratio (borrowed from mechjeb). Adammada and I are talking about adding his map drawing code to mine.
  9. Thanks, I'm aware of this and it will be fixed. For now, just add 360 to any negative angle it produces. The adjust angle may also be inaccurate for vehicles with really really low T/W ratios. I'm working on an adjustment to this.
  10. See your PMs. I'd love to add your linerenderer code to my plugin, with a couple tweaks.
  11. New version! http://www.kerbal.net/mod.php?id=36"]Changes in 2.2.0 - New! Calculate closest approach. Works for planets and moons in your same system and planets in your next system if on an escape trajectory. - New! Toggle to adjust ejection angle based on thrust-weight ratio to eliminate need to burn early - Fixed menu bug caused by two protractors on two nearby ships
  12. Assuming you can get your ship into a basic, flat, circular orbit, you don't have to do any math at all. You literally only need to be able to wait until two numbers are the same. The plugin does all the math and measuring for you. Quite welcome!
  13. Could you provide a screenshot please? Hmm, I'll look into this.
  14. New version. Changes in 2.1.5 - changed GUI theta to psi symbol for ejection angles to distinguish from phase angles - added in-game manual - when orbiting moon, phase angles to planets shown relative to moon's reference body
  15. There's no ejection angle because you don't need one. You only need the phase angles. Ejection angles are only for going between two bodies that orbit a common, third body (e.g. two planets and sun, two moons and planet).
  16. I would love to, but I can't work out the math. It gets immensely more complicated when you move away from circular orbits. If someone wants to help with that, I'll add it in. You're welcome - hope it helps! If you're new to interplanetary transfers, Duna might be a better first shot than Moho. The SOI is tiny, but it has a relatively flat orbit. Plus its a ton easier to land on (bring parachutes, aim for a periapsis of 9 km).
  17. My instructions are ambiguous, I'm realizing. You don't make the angles match, you wait. For any planet other than Moho, the phase angle changes really really slowly relative to the ejection angle. Consequently, your launch window is much longer. Moho is a pain because it's orbital period is really short. It may take a looong time until the phase angles and ejection angles perfectly match, so just try to get them close. You want the phase angles as close as you can manage, but they don't have to be exact. Any deviation just means you may have to do a little more clever course correction to get there. Really the main goal of this plugin is to alleviate the need to consult an external website for suggested angles, and then to have to hold a protractor up to your monitor.
  18. Something on my to-do list is to make a pop up tutorial or separate manual or something.
  19. 64x64 was my first thought for the same reason, but in game it's not right. It appears off center and too large.
  20. Just out of curiosity, when you say they are off by 2 degrees, where are you getting that information?
  21. Ah, that fixed it, thanks. Didn't notice the "retrieve remote file" option.
  22. No, it isn't. If someone suggests a way to account for eccentricity, I'll try to implement it. The math gets really, really complicated when you start dealing with eccentric orbits.
  23. New version up. Changes in 2.1.4 - detects 270° orbit and adjusts ejection angles accordingly - fixed bug where ejection angles sometimes showed negative values - code cleanup I think if you're going interplanetary from a polar orbit, you're better off making it equatorial first. Otherwise, as long as you're at the equator when all the angles line up, the plugin will work. The delta-v will be wrong, but all the angles will work. The problem is you may never be in a position where you're at the equator when the angles match.
  24. Two questions: 1) When creating a custom icon for a part using a plugin for the staging display, what size should I make it? This doesn't say 2) Why does creating a custom icon break backwards compatibility, and can I fix that? In other words, I have a ship with my custom part on it and a blank icon. I edit the code, add the icon, recompile. Now when I load that .craft, the part is gone. I would have to make a new ship in the VAB to use the part.
  25. Technically both images are a "retrograde" burn because you are heading in the opposite direction of the planet's prograde. What there is no need for (and what your illustration describes quite well) is a western orbit (except in the case of when you get into one at the end of an interplanetary transfer). The confusion is in part due to the terminology. Either way, the next update will adjust based on whether you're in an east or west orbit automatically, so if people want to waste the delta-v going west at launch, at least the plugin still works. Thank you very much for the image, I think it will help clear up a lot! Yes, you're correct. For negative values, add 360. This is a bug I accidentally introduced while cleaning up some code, and it is already fixed. I'll be posting an update when I finish a couple more minor things.
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