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hapaxLegomina

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Everything posted by hapaxLegomina

  1. Oh my god. You were absolutely right. It was just under a minute, then it moved on. What have these SSDs done to my troubleshooting abilities?!
  2. Halp! I had the issue OP described, and fixed it by moving the app out and back into the folder. I had an issue the next time I tried to run the app, where the loading bar got halfway before getting stuck at "Loading Asset Bundle Definitions." I was able to get the app running again by deleting /Users/admin/Library/Saved Application State/unity.Squad.Kerbal Space Program.savedState, but today, I'm having the same half-way loading issue. Also worth noting is that the launcher looks like this, reporting version 0 installed. I'm on a 2014 Macbook Pro, running macOS 10.12.
  3. [quote name='Kpottebaum']I can't get the docking ports to snap on. HELP![/QUOTE] Yeah, this sucks. There are two things you can do. The simple but stupid thing is flip the docking port upside down (it'll place properly that way) and then use the rotation function to flip it back around. The complicated but smart thing to do is edit the .cfg file. Look for the node_stack_ attributes. The first three numbers are the X, Y and Z positions of that node. The fourth, fifth and sixth are orientation. I think at some point during KSP development, they flipped the orientation signs. At any rate, you need to change one of those number's signs from positive to negative or vice versa. Luckily, that's not too hard to figure out. Most nodes are displaced along only one axis, and point the opposite way from their displacement. Most parts will have zeros for two orientation variables and a 1 or a -1 for the third. That sign will also be opposite of the displaced position variable. Basically, if you see [CODE]node_stack_bottom = 0.0, -2.555, 0.0, 0.0, 1.0, 0.0, 1[/CODE]it's probably fine, but if you see [CODE]node_stack_bottom = 0.0, -2.555, 0.0, 0.0, -1.0, 0.0, 1[/CODE]you need to change the sign of that -1.0 because the Y axis displacement is also negative.
  4. Thank you so much! It works like a charm now. I hope you stick around long enough to do some more streamlining, because this mod is killer.
  5. Log: http://pastebin.com/fVECnV6X I'm experiencing the same issues as Rynak and Wasmic. Uninstalling Toolbar doesn't resolve the issue. The FMRS button was available my first flight on the save, then would not re-appear after that. When changing enabled to true in save.txt, the button appeared again, and the window opened properly until I staged the first time, when the window disappeared, but the button remained in the toolbar. After switching scenes, enabled switched back to false, and the button did not reappear. Hope this helps. I'd really love to use this plugin regularly! EDIT: I was able to get a step closer by deleting FMRS/plugindata completely then restarting the game (it turns out a restart is not required, just loading a new scene, eg reverting to launch). The plugin ran as expected all the way to orbit. When I clicked on a stage to re-visit it, the icon disappeared, but I was able to land the stage successfully. I believe the window is supposed to remain open from there and allow you to jump to other stages, but again, the window and the button were both gone from the landed stage. When I tried to return to the tracking station via the space center, the clock stopped for a good 20 seconds, and I was unable to select any buildings. I could bring up the escape menu, but none of the buttons worked, and I had to restart the game.
  6. I'm having a problem getting the plugin to appear (even in the toolbar config window) when I send a ship out to the pad. It's somehow intermittent, working with some vehicles and not others. I can't figure out what the difference is, but I'll report back.
  7. That's a really tough thing to do. If you want to have monitors that are physically on Kerbin but are controlling a craft more than ~2km away, you're going to have to change the unload distance and that's never bug free. You could alternatively add an interior to probe parts that just LOOKS like a control center. That's a reasonably simple thing to do, but it's an entire project by itself.
  8. Awesome, thanks. I'm gonna go play with it. I love the new hoverpoint variable. I'm planning on using two BARs in my descent page so you can visually compare hoverpoint and throttle. An additional request: I'd like to have customizable alarms. At the moment, I'm hoping for an altitude alarm with a range argument, i.e. a variable that returned different values depending on whether you were above, within or below the specified range. An AP/PE altitude alarm would be great as well. And if you get a chance, can you elaborate on what semicolons mean? I gather that {0:;" ";""} prints a blank line when the first variable is not 1, but I can't for the life of me understand why. Oh, and you might want to mention in your documentation that while page files refresh every time a ship is loaded, MFD.config doesn't refresh until the plugin is reloaded with a game restart. That took way too long for me to realize.
  9. Not that I know of. I'd call it time to nearest AP (if it returned positive and negative values) or time since last AP (if it only returned positive values) Yes, that's exactly what I mean. That way, you could have an indicator that stretched out from a zero point at the center, rather than stretching out from the lowest value on the left. Actually, it would be nice to just change the behavior so that the two extent arguments represent left and right, not max and min.
  10. Awww what a good developer. Have a treat! The main thing I'd like to see is [orbital period] - [time to AP], and ditto for PE. I usually circularize my orbit by pointing at prograde and watching time to AP, increasing my Y pitch to increase time to AP and throttling down to decrease time to AP. By balancing on or very near my AP, I can circularize without fussing with a node and in a single burn. The only problem is that when I pass AP, I have to do a lot of rapid subtraction to figure out how far ahead I am. I'd like to see a negative value for that. I'd really like to throw time to AP into your BAR function and get a nice indicator to balance around a zero point. That would look a lot nicer if you included a new BAR argument that allowed you to display it backwards. Thanks a bunch for all your time spent on this project. I'm really enjoying digging my hands into a new language, and these displays feel so much better than MechJeb's.
  11. I'm new to string.format, and a quick review of this thread, the developer's documentation and another resource or two have left me with a major question: how do I perform mathematical operations within a page? I'd love to do some simple things like "mnodedv/maxaccel" for accurate node completion times.
  12. Drop the sarcasm and be helpful. I did a lot of Googling and I read through several pages of comments. I legitimately missed the few posts that mention this in a clear way. I actually figured it out from another source. I thought I deleted my second post there. I've edited my post to help anyone else with the same problem.
  13. I've read a few pages, but didn't see anything applicable. Can you point to a specific post you think would be helpful?
  14. I have tried for thirty minutes to find an answer somewhere, but I'm completely stuck. I find I'm unable to lock throttle. I'm able to set steering, stage, set and print variables, but I can't lock the throttle. I've copied the first few lines from the tutorial video, but no dice. Shouldn't a simple lock throttle to 1. send my rocket flying when I run the program? I've tried setting a variable to 1 and locking the throttle to that, I've tried throttling up and locking my throttle to zero. I'm really confused. Edit: I'm running the most recent versions of KSP and kOS on a Mac. Edit: The issue was running version .82. If you're having the same problem, you can download earlier versions here.
  15. I saw Scott Manley's video checking this out and I gotta say it breathed an amazing amount of life into the game that had kind of gone out. I'll always love KSP, but the amount of time I kept the game open was getting shorter and shorter. Mission Controller is really fantastic, and I cant wait to see it smoothed out more. I can't wait until the official career mode comes around, and I hope it feels a lot like this.
  16. Click on velocity until you've selected Target. When you're close, burn towards the yellow retrograde marker. You'll slow your velocity relative to the target. Burning towards the pink retro marker just burns directly away from the target. Remember, pink is direction, yellow is velocity. If you're moving straight toward or away from the target, yellow and pink will line up, but most of the time they won't.
  17. My usual tactic is to put the two ships in as different (but co-planar) orbits as the situation allows without wasting too much delta-V. That means if I'm rendezvousing with a ship in orbit about another body, I make sure to make my capture higher or lower. If the other vessel is already in Kerbin orbit, I'll try to stay as low as I can. With a wide difference in orbits, you spend more dV to rendezvous, but you get a window every orbit or two. Transfer windows occur when one vessel will pass the other within that orbit. As soon as that magical transfer orbit begins, you have about half an orbit to find a solution. All you have to do is create a maneuver node with prograde or retrograde dV that will push either your AP or PE to the exact height of the other orbit. By sliding the node forward and backwards in time, you can find the precise location to do your transfer burn. If your target's orbit is circular, you can set the prograde dV once and leave it as you look for a solution. If the target's orbit is more eccentric, you'll have to fiddle a bit more, but it's not hard at all to get a rendezvous that's within half of a km, as long as your orbits are co-planar. Set another node to match speed and you're gonna be close enough to ignore orbital mechanics! MechJeb 2.0 is far too useful for this. If you customize an info window, you can see closest approach distance and time to closest approach at a glance. This makes it super easy to know when you've got a transfer window, since MechJeb only looks at a single orbit. If the time to closest approach equals orbital period, you don't have a window this orbit.
  18. 150: You know the new Sim City? It sucked. KSP should be the new Sim City.
  19. I'm sure the lowest energy solution is as described by ThatBum above. However, note that plane changes are even lower energy when you're at a very high apoapsis. The energy to raise your AP and then lower it again will far outweigh the energy savings, but if you include it in your capture sequence, I think you can save quite a few m/s of delta-V, especially if you want to go from a 0 degree to 90 degree (or even 180) inclination.
  20. I absolutely agree with Bulletrhli. The composition and subject are really good, but the (pastels?) filter really isn't doing the concept any favors. Keep going, though! I genuinely think you've got some impressive work in your future.
  21. Start with a plane you know can reach orbit to work out the nuances of your ascent profile. With >100 hours, I'm sure you've got the theory down, but the confidence boost from actually doing it once or twice can make all the difference. And, boy, I can't wait until spaceplanes are actually worth it. I would love to fly regular tanker/personnel change missions. I want spaceplane missions to be commonplace and boring, you know?
  22. I find myself double right-clicking to transfer focus from the map.
  23. Does anyone know how far away you need to get before the docking magnets will turn back on? I've had to do a few of these readjustments after the fact, and it always seems like I need to get the part really far away before bringing it back in to dock.
  24. Ahhh, butt ugly like any cargo plane worth its salt. I wanted to design a superheavy tanker SSTO, but then I actually started playing around with aircraft and settled for just getting a few wings and an engine into orbit.
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