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Amaroq

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Everything posted by Amaroq

  1. This sounds like an issue I've noticed, as follows: 1. I fly an airplane. 2. I activate the five F.A.R. flight assist controls during my flight 3. I land successfully and turn to another mission -- either a launch or a new flight. 4. In vacuum, with SAS on, I get SAS and FAR flight assist fighting with each other, leading to what feels like an uncontrollable vessel with massive "phantom forces" and wobble
  2. Yes, that is expected behavior. A part on a craft in flight is "fixed", and does not retro-actively gain or lose attributes based on updated part configurations.
  3. Hey, just an FYI, you can click the "asterisk" button, bottom left, next to "Blog this Post" to "Give Reputation" if somebody has been helpful to you.
  4. @LukeStrike - I meant official releases of the mod, not of the game. Its one of the things that I like about the mod community is the way that the mod authors collaborate, support each other, etc. All I meant was, let's get Gaius to add those configs to the mod release, so that the (usually less knowledgable, present company excluded) end user doesn't have to add it.
  5. If this works for you, Cilph, I will create such this evening (~10-12 hours from time-of-this-post). Let me know.
  6. I think so, yes. JDP has informed me (via PM) that he's up for a joint lead role, in the way described earlier (such that any given lead can disappear for a month without compromising the team, as long as we're not all gone concurrently), and it sounds like we have a decent community consensus -- several programmers, a QA lead, a documentation expert, and if Kommit is in for modelling, then I think we've got a full team, minus the "release engineer". Would you like to do that on your existing repo, or shall I fork & host? I'd definitely like to see and work on polishing the re-architecture - you've put a lot of work into it. If you've made good use of git on your local, we might even be able to tease apart the finished from the unfinished. I can promise not to judge: no matter what mess you've made, I guarantee I've either made or inherited worse. If we make good use of git branching, we can knock "master" into a stable supported release w/ bug fixes on 0.23.5 -> 0.24.0, and bring a "rearchitecture" branch to maturity with a beta tag once you're willing to see the community start on it.
  7. A lot of the official releases now include compatability with several other mods -- for example, all of the airplane parts include stock and FAR balance versions, Real Chutes has module manager configs for compatibility with a lot of things that add chutes, etc.
  8. Hey, Padishar, is it about time we ditched the "experimental" tag on that and kicked it over as the "official supported 0.23.5 build"? I know you and cybutek have some synching up to do around the 0.24.0 build, but I think it would make for a good deal less confusion for the community.
  9. Which KER do you have? Make sure you have Padishar's build from the "Add-on Development" thread, not the main download from the "Add-on Releases and Project Showcase" thread.
  10. Hey - just remember, we've all been there! I swear, my very first docking attempt I didn't know anything about "orbital inclination", so my orbits were some 135 degrees off from each other -- it would have cost more delta-V to equalize than to launch from the launch pad I spent a good long while at the "I can get within about ten meters, but can't dock" stage, before finally bumping and clumping my way to my first success -- its one of the great milestones along the way to mastering the game, and you'll feel like screaming and waking the entire house if it happens at two am...
  11. xEvilReeperx, that is infinitely more than I had dared hope for!!
  12. Also, the Kerbal Alarm Clock mod has transfer window alarms. So, you can set the alarm for whichever transfer window you want.
  13. Those are great. Will you give Gaius permission to include them in the official release?
  14. Proposal: As others have said, I'd like to see this continue, ideally as a community project with multiple contributors. Let's take some inventory: I'm in -- experienced game dev with C#/Unity experience. However, I've also a full-time job, an unpublished mod I'm working on, and a child, so I can't commit at the ferram4 level of support. I'd be happy to take on a leadership role, managing a github, pull requests, etc, and working on it as much as my time allows, but I'd need plenty of support. If I might suggest, and if they are willing, maybe JDP, Cilph, and I as 'moderators' of a github repo, with the community supporting via pull request. This removes any single-point of failure if somebody goes absent; pays homage to the gentlemen who have invested plenty of authorship in it; reduces the pressure on any single individual; and sets us up in more of a team/democratic style than an autocratic one. I'd also like to have a "highly active" forum member commit to take on an "official build" role; this would be somebody committed to turning around a quick release of master after Squad makes a release. (E.g., if that happens during a workday, none of the three of us would be able to jump on it immediately). This person would compile against the new build, test locally to ensure that things work, proficient enough as a coder to get past any small changes that are required to get things working. They would then post to thread, upload to Spaceport + one other location, and submit a pull-request with any changes back to master. Who else is "in", and what skills can you contribute? Openings for: leads (if either JDP or Cilph decline), programmers (all), modellers (at least one!), a documentation writer, and a you tube tutorial.
  15. sad news, Cilph, but I agree with the other's sentiments -- thank you for stepping up to the plate, but all the more, thank you for having the wisdom to know when to step down. Your personal life, happiness, etc, are more important than a mod, and taking it on is about the same as taking on a second job.
  16. Yeah, if you're going to go down this route, I'd recommend the following set of mods: 1. Kerbal Construction Time - as others have said, actually takes recovery of spent stages into consideration; works around the 2.5km limit for dropped boosters if they have a parachute on them. 2. RealChute Parachute Systems - So that you can have in-line parachutes, among many other excellent features. And for SSTO building: 3. Ferram Aerospace Research - Replace the 'stock' aerodynamics with 'realistic' aerodynamics. Warning: steep learning curve, high reward in "fun factor". Among other things, "intake spam" will cost you, in terms of drag. 4. Procedural Dynamics Procedural Wing - for better control of your wing surfaces (prettier, fewer parts, better control of the CoL). Almost a necessity for FAR, in my mind, but also almost a necessity for SSTO aesthetics. 5. Deadly Reentry Continued - So that your spaceplaces have a chance of burning up, of course. There's nothing more heart-pounding than trying to come down in an all-IVA view with one of the improved interior mods, and seeing all the windows go bright red, and hoping hoping hoping that you aren't coming in too steep / too fast, but knowing that the first sign of trouble is going to be the only one!
  17. Ah -- okay, certainly. I make a distinction between my inter-planetary comsats and my local SOI omni broadcast; I think of my vessels as "Inter-planetary comsat" or "Local comsat" (repeaters). With my interplanetary comsats, I focus on minimum-occlusion orbits: high polar (85 - 90 degrees) .. but I also make sure to keep them in closer than you might expect: the lower their orbit, the narrower the angle supported by aiming at the planet. If you set up your KIC's (Kerbin Interplanetary Comsats) at, say, a 75Mm equatorial orbit so that they are outside of the orbits of Mun and Mimus, then you're going to have a problem. When Jool is in a planetary alignment with Kerbin (at a minimum distance from Kerbin), a JIC aimed at "Kerbin" will have too narrow of an angle-of-coverage, and won't pick up the KIC's. You'll experience gaps in coverage. Instead, I keep them inside the Mun's orbit, but highly polar, so that no matter where the Mun is, at least one of them can see "over" or "under" it, even if the others are occluded (behind Kerbin, blocked by the Mun, etc). That way, my interplanetary sats can aim at the parent body (Kerbin) instead of at individual satellites. My KLC "repeaters", then, (Kerbin Local Comsats) are the ones which are responsible for making sure that that signal can reach any point on the planet's surface, and I have the classic geostationary satellite network. Signal tends to bounce from KSC to KLC-1 (overhead), to one of the KIC's, and then outbound. There are other configurations, of course -- in one of my saves, I opted for three main comstations, outside of Kerbin's SOI, but in a coplanar orbit. Rather than trying to make direct connections from Kerbin to anywhere, Kerbin broadcast to those, and they sent the signal further. That covered me for when my target was on the wrong side of the sun, and provided a shorter signal delay in most cases, but made for more manual targeting as I'd have to set up the communication path by targeting the comstation's satellite at Jool, and targeting Jool at the appropriate comstation. ... To your question, let's start with, what are you trying to gain by the highly elliptical orbits? I'm intrigued. If I were going to try this, I'd start out by setting up two Kerbal Alarm Clock time markers exactly six hours apart. At the first KAC alarm, I'd launch polar (e.g., make your gravity turn a little bit to the left of "North"), settling into about an 85-degree North north-west inclination. I'd track that inclination with KER during my launch (don't worry if its way wrong while under 40km, its only once you're a long way into the burn that it starts converging on the true inclination). Burn to a fairly circular orbit at your intended periapsis, leave that craft in a stable orbit. Take the second one to the launch pad. Set it up with "target" equal to the first craft. Fast-forward to the second KAC alarm. Follow the same launch profile as above. Once you're up & circular, you should be very close to co-planar. I'd adjust one of the two to the other's plane at the Ascending Node or Descending Node, as though you're making a rendezvous, but without actually docking or worrying about your closest approach. Then plot your burns to create the elliptical orbits, one as it cross the North Pole, one as it crosses the South Pole. As before, match the SMA's. I'm not sure what kind of resonance you'll want (both close at the same time, or opposite each other) so you'll have to pick your own timing for those burns. Make sense?
  18. Well you could remove the reaction wheels from the capsule, if you wanted. @ferram4, beautiful work on this, my first plane disintegration was amazing (luckily the pilot made it home safe via parachute) -- and now I've got the great fun of trying to nurse home an injured plane which is missing three of the six primary control surfaces. I can get it almost level at 92m/s, but even compensating with fuel balance by pumping fuel to the offset hasn't quite removed the list ...
  19. FYI, my earlier report is fixed when using Science Alert 1.3 and Module Manager 2.0.7
  20. Hi - welcome to Kerbal Engineer. Did you get the 0.6.2.3 version from this thread, or the 0.23.5 Experimental Version? What you want is the latter. Also, if you'd rather just have KER built into every craft you construct, try adding a ker.cfg file with the following contents: // Add BuildEngineer and FlightEngineer to all pods @PART[*]:HAS[@MODULE[ModuleCommand]] { MODULE { name = BuildEngineer } MODULE { name = FlightEngineer } } This only works if you have Module Manager installed, but you probably do since so many mods include it - but if you do that, you won't need the parts at all.
  21. Yeah, I'm with you alecdacyczyn -- I've gotten very good at bringing in a vessel to dock using the RCS controls from Staging mode. I'd be perfectly happy with the same set of controls for my Kerbal in EVA: commands relative to the Kerbal's facing, not relative to the camera, which is irrelevant anywhere else in the game.
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