

mrenigma03
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Everything posted by mrenigma03
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Protractor - Rendezvous Plugin - Under New Management!
mrenigma03 replied to mrenigma03's topic in KSP1 Mod Releases
Haha, when I figure out the math, the coding shouldn't be too hard. -
Protractor - Rendezvous Plugin - Under New Management!
mrenigma03 replied to mrenigma03's topic in KSP1 Mod Releases
Thank you, that is a very good reason. I will now see what I can do about supporting it. In the meantime, I think using the angle's explementary works (subtract the ejection angle from 360). -
Protractor - Rendezvous Plugin - Under New Management!
mrenigma03 replied to mrenigma03's topic in KSP1 Mod Releases
Another update. Changes in 2.1.3 * body data calculated on the fly - alleviates need for changes when/if bodies are added or moved * icon improvements * significant code cleanup * GUI works for interplanetary space (still assumes circular orbit) Also, could a mod do something to help me make the picture in the OP a proper size? These forums work differently than ones I'm accustomed to. -
Protractor - Rendezvous Plugin - Under New Management!
mrenigma03 replied to mrenigma03's topic in KSP1 Mod Releases
Hmm, it sounds like you may have. Also, make sure to put only one calculator on a given ship. Just to be safe, reinstall the mod and let me know if that fixes it. The mod doesn't save anything (the plugin data is just where i put the icons for the button), so you won't lose any data or anything by reinstalling. -
Protractor - Rendezvous Plugin - Under New Management!
mrenigma03 replied to mrenigma03's topic in KSP1 Mod Releases
Ok, I realize I've been using "retrograde" wrong. I was using it interchangeably with "westward." The plugin currently shows a retrograde insertion to reach lower planets. Otherwise, it would be useless to reach lower planets. What it does not do is plan for a 270 degree heading orbit. I mistakenly referred to this as retrograde. I do not think that there is any advantage to using a 270 degree orbit unless the planet rotates that way (which none does that I'm aware of). If someone comes up with a reason why a 270-degree heading confers an advantage over a 90-degree heading, I will consider modifying the plugin. -
Protractor - Rendezvous Plugin - Under New Management!
mrenigma03 replied to mrenigma03's topic in KSP1 Mod Releases
Thanks! Is there a situation where a retrograde orbit is advantageous? It seems like no matter what, you're spending extra delta-v versus a prograde rendezvous. If there is, I can consider some sort of toggle. -
Protractor - Rendezvous Plugin - Under New Management!
mrenigma03 replied to mrenigma03's topic in KSP1 Mod Releases
No, it only works for prograde orbits. A 270 heading orbit is actually much, much less efficient, which is why I don't account for it. If you're going east, you get a speed boost from the rotation of the planet. By burning at the right point, you use that extra boost to sling you. If you burn west, you not only loose that boost, but have to burn extra delta-v to overcome the boost in the first place. -
Protractor - Rendezvous Plugin - Under New Management!
mrenigma03 replied to mrenigma03's topic in KSP1 Mod Releases
Anyone know how to use that kerbal.net to update a mod? I have a patch ready to go as soon as I can figure out how to update it there. Edit: nevermind. I have to login with "enigma" instead of "Enigma" to edit the mod page. New version up! New, new version up! Can someone explain how to put a bigger screenshot in the OP? -
Protractor - Rendezvous Plugin - Under New Management!
mrenigma03 replied to mrenigma03's topic in KSP1 Mod Releases
I haven't even looked at the other mod. I've been working on this since .17 came out, and it became popular on another forum last week. I decided to share it here. I would have done so sooner if the KSP forums hadn't been loading poorly for me all weekend. If it doesn't do anything differently, consider it an alternative. If there's something you want that isn't in the other one, I'm open to suggestions. -
Protractor - Rendezvous Plugin - Under New Management!
mrenigma03 replied to mrenigma03's topic in KSP1 Mod Releases
Thanks! The only reason GUI is listed above the one feature is because that feature may mean some major, major changes, and I'm not even sure how to do them just yet. Plus, the way I want to implement it requires redoing some of the GUI anyway. -
Miss your old TI calculator? Tired of guessing at rendezvous angles? Well good news - Jeb taped his old calculator on the side of his ship with those nosy scientists on the ground being none the wiser! Click on "?" on the in-game menu for a manual describing how to use this mod. Or here's a video by Charlie Garcia: Or Hadlock: Addle has been kind enough to take over development/maintenance of Protractor in my absence, so Protractor is now... UNDER NEW MANAGEMENT! Thank you to everyone who has lent their support and who continues to use Protractor! License information: All code released under GNU GPL license 3. Source is here. Models courtesy of Shanakin over at the SA forums, released under MIT license Thanks to Eryxias over at the SA forums for the minimize icons. Thanks to r4m0n and The_Duck for code for thrust/mass and delta-v spent Thanks to adammada for line rendering code Thanks to three03 from SA for the color scheme Special thanks to the goons in #KSPOfficial and the KSP thread at SA for all their testing, suggestions and patience.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
mrenigma03 replied to Tiberion's topic in KSP1 Mod Releases
I'll play with the engines and see what I can find. On another note, I did some math with the rocket equation comparing the old Odin lander to the new one, and the new one appears to have drastically less delta-v. If I'm not mistaken, the fuel capacity should be bumped up to 583 from 275 to put it in line with the previous vessel. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
mrenigma03 replied to Tiberion's topic in KSP1 Mod Releases
Yeah, that's the bug I'm talking about. Testing at 100% throttle will work for the most part, though you'll suffer heavily from drag forces at launch. Is there anything you'd like help with? -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
mrenigma03 replied to Tiberion's topic in KSP1 Mod Releases
Love the mod, and I really appreciate all the work you do to keep it going. All the suggestions over the last couple pages should be taken as intended to be helpful! Quick question: when you're testing these and deciding on fuel capacity, are you using the fuel consumption fix? I just made a trip to Mun using the Thor lander and didn't even have enough fuel to get to Kerbin using the most efficient burn possible (very low orbit from front side until in between Kerbin and Mun, then burn to escape). I had to use RCS to make it back to the planet. Then again, I guess it would be an insurmountable pain in the ass to test with the fix, then release without it. Unless you wanted to package it with the fuelmod fix, but then there's the license issues associated with that! -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
mrenigma03 replied to Tiberion's topic in KSP1 Mod Releases
Your fuel tank weights are also a little off. The 3m long tank has a dry weight of 10, versus 8.8 for the dry 5m long tank. -
Did you notice my comment a couple pages ago? I figured out how to solve the "can't refuel empty tanks" problem. I thought maybe we can cooperate to add this feature to your mod.
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I took a look at the source code and added maybe four lines of code and am now able to refuel empty fuel and RCS tanks. I hit a bit of a hitch trying to make the RCS thrusters recognize that there is now fuel if the vehicle is completely drained though. It works if you convert some kethane to RCS fuel, quicksave then quickload, or convert upon loading the vehicle before using rcs. Would you devs like to cooperate on this issue?