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luchelibre

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Everything posted by luchelibre

  1. Man, I wish I could be a fly on the wall watching and listening to Harvester as he reads this thread.
  2. It'd be far better if you could provide the craft file for us to test.
  3. http://kerbalspaceprogram.com/0-18-1-kerbal-engineer-redux-v0-5/ Attach the engineer part to your ship to see the readout.
  4. This.... is proved false by this.... The arrogance in your ignorance is staggering. A) When can we expect your release of a multi-threading plugin to Unity? Have you emailed Squad to request they subscribe to your Unity-workaround newsletter? I'm sorry that game development methodologies have left you behind. Consumers mature enough to have informed consent to Squad's conditions feel for you.
  5. *bows* It's always my pleasure to ruin your good stuff in the name of funny.
  6. Another forumer suggested that I repost this in the tutorials section. I'm retreading some ground here, but this tutorial may be a bit more comprehensive for the bare beginner. ...... So we begin with your starting position. One ship at 80Km, and another at 100Km. The lower one is the one being controlled and is going to reach the higher one. See the little blue ball about an inch ahead of my lower ship? That's where I'll start with the placement of my node. I'll be dragging it forward later, but I'm starting here. Ok, node's up and ready to go. All I've done here is drag the prograde marker on the node until the projected AP is about 100Km. Doesn't matter if nothing else matches up, just get that much done. For this simple maneuver, you won't need to touch the maneuver node again other than to drag it around the orbit line. Click and hold the node by its middle circle and drag it counterclockwise (the direction you're orbiting) around the blue orbit line. This is what it looks like after dragging it ahead by about half the orbit. You'll notice as you do this that the projected rendezvous markers slowly get closer together as they circle ahead of the maneuver node. See? Ok, now, what will likely happen is that you'll drag your node all the way around the orbit and get back to your ship. If you keep going, you'll notice that your markers go back to what they were when you started. This is because the markers only show what will happen on your current orbit. How to go farther? Use timewarp to orbit your ship farther along by an inch or two and then drag the node some more. You can do this all of this without getting rid of the node. You'll notice my ships are farther along in their orbits. This allowed me to keep dragging the node far enough to get my markers very close together. Take note that it's the marker tips that must touch. After timewarping to and doing the node burn, I then timewarped until my ships where about an inch before the rendezvous markers. My target was projected (by the rendezvous markers) to pass me about 600 meters away. I'll want to begin the next step when the distance between me and my target is getting close to that point. I chose to begin at about 1100 meters. I'm now going to eliminate the speed difference between me and the target. Notice I've got 'Target' in my navball. You bring that up by clicking that small space until it shows the word. You'll notice I'm pointed toward the negative relative velocity marker. Finally, you see I have to kill about 20m/s of velocity. This is what I'm left with after a short low-power burn. Now I want to get closer to the target. I'm pointed at the target ship marker. I'll make a short burn toward it. I've chosen to go about 10m/s toward it. I've made my burn and have started to turn back toward the negative relative velocity marker so that I can cancel out the speed difference again once I get very close. Once I got close enough, I did a short burn against the negative velocity marker (NOT the one in the image, sorry) and the image is what I'm left with. I think you can maneuver from there with the RCS system.
  7. For the purposes of the thread, it's what you're trying to leave in orbit. This doesn't count whatever final stage of the lifter might still be attached after circularization.
  8. The blue marker will drift if you start your burn too late or early, or if you didn't do the burn centered exactly on it. Also, the new ASAS is much slower in its corrections, so you'll need to pay more attention to your positioning. Don't start the node burn right when the counter reaches zero. As a rough and dirty measure, divide how long the burn will take by 3, double that number, and start your burn early by that amount. (Example: you're projected to have a 20 second burn. 20/3 is about 6, doubles to 12. Start your burn with 12 seconds left on the 'T-' timer.
  9. *shrug* Usually I just point at the screen and shout, "THE POWER OF MANLEY COMPELS YOU!!" and I end up where I want to be..... Don't know how anyone else does it. Also, post edited. Sorry.
  10. I believe I can put together a picture series that may be a bit easier and less involved to follow than the one above, even though it is good an accurate. So we begin with your starting position. One ship at 80Km, and another at 100Km. The lower one is the one being controlled and is going to reach the higher one. See the little blue ball about an inch ahead of my lower ship? That's where I'll start with the placement of my node. I'll be dragging it forward later, but I'm starting here. Ok, node's up and ready to go. All I've done here is drag the prograde marker on the node until the projected AP is about 100Km. Doesn't matter if nothing else matches up, just get that much done. For this simple maneuver, you won't need to touch the maneuver node again other than to drag it around the orbit line. Click and hold the node by its middle circle and drag it counterclockwise (the direction you're orbiting) around the blue orbit line. This is what it looks like after dragging it ahead by about half the orbit. You'll notice as you do this that the projected rendezvous markers slowly get closer together as they circle ahead of the maneuver node. See? Ok, now, what will likely happen is that you'll drag your node all the way around the orbit and get back to your ship. If you keep going, you'll notice that your markers go back to what they were when you started. This is because the markers only show what will happen on your current orbit. How to go farther? Use timewarp to orbit your ship farther along by an inch or two and then drag the node some more. You can do this all of this without getting rid of the node. You'll notice my ships are farther along in their orbits. This allowed me to keep dragging the node far enough to get my markers very close together. Take note that it's the marker tips that must touch. After timewarping to and doing the node burn, I then timewarped until my ships where near the markers. My closest approach was going to be about 600 meters. Notice I've got 'Target' in my navball. You bring that up by clicking that small space until it shows the word. You'll notice I'm pointed toward the negative relative velocity marker. Finally, you see I have to kill about 20m/s of velocity. This is what I'm left with after a short low-power burn. Now I'm pointed at the target ship marker. I'll make a short burn toward it. I've chosen to go about 10m/s toward it. I've made my burn and have started to turn back toward the negative relative velocity marker. Once I got close enough, I did a short burn against the negative velocity marker (NOT the one in the image, sorry). And that is what I'm left with. I think you can maneuver from there.
  11. Are you attempting to combat ignorance and entitlement with facts and reason?! Good luck, buddy. On topic: I came in sometime around .16 or .17 and I'm amazed at seeing what players had to work with in previous versions. I think it speaks to the robustness of Squad's concept that players stayed with KSP through the early versions.
  12. I suggest then that the OP change the title from 'planner' to 'editor' and make a note of it in the first post. Hopefully should clear things up.
  13. What do Pharaonic tombs have to do with this?
  14. Now, I've only read about 50 pages, so forgive me if somebody has brought this up: I think it'd be wise if we'd all respect the work that Squad has done graphically. 'Respect' is not the same thing as 'like' or 'would never change it'. But perhaps some of us can cut down on the 'man, I'm glad I can take all the fugly out of my KSP!' mindsets. The graphics-guys are not incompetent. Nor are they emotionless machines. Maybe they love this development. Maybe they don't. Maybe they're ambivalent. Point is, don't forget them or belittle their work.
  15. Given that actual AP and PE display would overlap projected AP and PE display for many maneuvers, especially smaller ones, Squad's current system of clicking those that you want to remain displayed is a better choice. Inclination doesn't follow this, unfortunately. It might have to do with the fact that efficient plane changes require a continuous heading change throughout the burn and so don't lend themselves well to node planning. Once you learn how it works, though, you can just look at the orbit line and the markers positions to make your change. Press 'T' when you're aimed at the blue marker. Does wonders.
  16. Definitely agree that the maneuver system should remain as is. Squad picked a great spot on the difficulty curve with it. It will work both with brute force-type players (keep moving things till it goes where you want it) and efficient players (those who research the mechanics beforehand.) Finally, it (mostly) remains out of the way for veteran players that don't need it as much. The one play-type it doesn't work with? Lazy players. In my opinion, the current node system is one of Squad's best creations for the game.
  17. If we had as fine a control over the initial engine gimbal as real-world rockets do, we could probably do a gravity turn like that. Since we don't, we have to be more involved in our ascents and can't just let the planet pull our ship over by itself. Also, make no mistake, if KSP had a realistic aerodynamic model, then most of the nonsense in this thread would be more apparent to more people. More proper gravity turns would practically be forced on us. FAR doesn't let you get much more than 5 degrees or so outside of prograde before bad stuff starts to happen. Finally, getting to LKO takes about 4500 m/s.
  18. Plant a flag on Moho. Set up Kethane-based infrastructure. Install FAR and see how your planes fare. Start doing challenges. Start telling stories with your ships and kerbals and post them on youtube.
  19. After a bit of testing, I'm finding that KER is incompatible with FAR. When KER is installed by itself, it functions normally. If you then install FAR, the following happens to the flight computer display at launch. If the craft is not attached to a pad pylon, then KER will only show a gray bar. However, if the craft is attached to a pad pylon, KER will display properly so long as it's attached to it. You can fire whatever engines you like, and KER will continue updating it's calculations. But as soon as it detaches from the pylon and begins moving, KER's display changes to a solid gray box with no numbers. During the bug, the KSP output log repeats this continually: ArgumentException: GUILayout: Mismatched LayoutGroup.Repaint at UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type LayoutType) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at Engineer.FlightEngineer.DrawOrbital () [0x00000] in <filename unknown>:0 at Engineer.FlightEngineer.Window (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) IndexOutOfRangeException: Array index is out of range. at Engineer.Tools.FormatSI (Double number, SIUnitType type) [0x00000] in <filename unknown>:0 at Engineer.FlightEngineer.DrawSurface () [0x00000] in <filename unknown>:0 at Engineer.FlightEngineer.Window (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) Troubleshooting steps I've taken: Deleted all mods and uninstalled the game. Restarted computer. Reinstalled and ran game. Redownloaded latest versions of KER and FAR. Installed KER first, ran game, tested, then FAR, ran game, tested. Deleted mods, ran game, then installed in the reverse order, running game and testing between installs. Searched about every permutation of "FAR breaks KER" I could think of. Nothing so far. Running KSP 21.1.276 (Steam) on Win 7 x64 on Radeon HD 5700 graphics. FAR 0.9.5.5(1) (same bug on both versions). KER 0.6.1.1 (same bug for both multi- & single-threaded plugins)
  20. It's parallel-staged like the second design. This kind of stuff is what I'm looking for. Though, that is a bit of a wide range. Thank you very much for the info. I'll test to be sure, but it was my understanding that the KW boosters were quite a bit more powerful than stock.
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