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Everything posted by blizzy78
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Just to be clear: This tutorial plugin is only about the docking part, not about rendezvous (coming from great distance) or approach (from 5 km down to let's say 100 m.) Just getting to dock when you're already at a distance of about 50 m to 100 m. As I understand it (for example from MoonGoddess's comment) there are some people that are still having trouble while at this short distance. The plugin is intended to cover this. I'm pretty sure the instructions presented can be improved upon, I just need to figure out exactly how.
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The hard part is imagining what you are doing. Perhaps you could try and shoot a video? That would help ALOT. No problem, I'm trying to understand where players are having a hard time with docking. My plugin is in no way a complete tutorial yet, it's just the first public version Whoa, we'll see about that. I liked doing the plugin so far, and for now I will continue to expand it. These are very helpful tips. Let's see what I can do to implement these into the plugin. Please keep the suggestions coming. I appreciate them very much!
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Yet another maneuver node editor. Plus. Regex wrote this plugin to fulfill a singular request he had since he started seriously playing this game: the ability to see the ejection angle of a maneuver node. When we have wonderful tools like alexmun's Launch Window Planner allowing us to plan our trips and take advantage of sub-optimal launch windows, it is literally a crime in his eyes to not have this simple capability. Mod showcase/documentation by Geneborg/D.Fontana: Download Precise Node 1.2.4 Source code: https://github.com/blizzy78/ksp-precisenode (Precise Node is licensed under the BSD 2-clause license.) Of course he also added some controls that one would expect from a tool used to edit maneuver nodes such as prograde, normal, and radial controls, plus conics draw mode and conics draw limit controls. You can edit the time of the node by typing in the desired UT, by using the normal increment controls, or by activating the coarse time controls through options. PreciseNode allows you to customize the node editor window for use as a simple node widget replacement or a full-blown interplanetary maneuver assistant. It also features a separate clock window as well as conics display controls, with or without a maneuver node present. Keyboard Controls You are able to control the node editor through the keyboard if desired. When the PreciseNode window is open you can click the "K" button in the upper right to open the keymapping GUI. Click the "set" button next to a control to change the control. The first key pressed within five seconds will be assigned to that action, so be sure you're in a mellow situation before setting your keys. Default Controls Prograde +/-: Keypad 8/Keypad 5 Normal +/-: Keypad 9/Keypad 7 Radial +/-: Keypad 6/Keypad 4 Time +/-: Keypad 3/Keypad 1 Increment +/-: Keypad 0/(alt/option) + <Increment +> Change Conics: Keypad Enter Hide Node Editor Window: P Open Node: O Change Log This mod includes version checking using MiniAVC. If you opt-in, it will use the Internet to check whether there is a new version available. Data is only read from the Internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. 1.2.4, 2016-10-15 - Updated for KSP 1.2.0. - Please note that the 32-bit version of KSP will no longer be supported. 1.2.3, 2016-05-02 - Updated for KSP 1.1.2. - Now uses KSP-AVC for version checking. If KSP-AVC is not installed, the bundled MiniAVC will be used. 1.2.2, 2016-04-21 - Updated for KSP 1.1.0. 1.2.1, 2015-11-14 - Fixed a bug with loading/saving the intuitive maneuver node handles option. - Fixed a bug that occurred when patched conics were not yet available in career mode. 1.2.0, 2015-11-10 - Updated for KSP 1.0.5. - Added intuitive behavior for maneuver node handles (code by TechnocratiK.) This can be enabled in the options window. The intuitive behavior is most useful for normal/anti-normal burns (ie. inclination changes.) - Orbit information now also shows the inclination. - Fixed a bug in the Kerbin/Earth time conversion. - Disabled KSP compatibility check for the time being. 1.1.3, 2015-05-02 - Fixed NullReferenceException in map mode. - Updated for KSP 1.0.2. 1.1.2, 2014-12-16 - Updated for KSP 0.90.0. 1.1.1, 2014-10-09 - Fixed a bug in the KSP compatibility check. 1.1.0, 2014-08-02 - The +/- buttons have been combined into one button. Left-clicking now acts as plus, whereas right-clicking acts as minus. - Fixed some bugs in the calculations of ejection angle and ejection inclination. - If activated in the options, the conics window is now always displayed regardless of the visibility of the main window. 1.0.0, 2014-07-27 - In addition to the automatic update check, the plugin now also gets KSP versions from the update check server. In case the currently running KSP version is one of those versions, the plugin will not complain about being incompatible with this KSP version. This saves both players' and the plugin author's time. - Updated for KSP 0.24.2. 0.14, 2014-07-25 - Updated for KSP 0.24.1. 0.13, 2014-07-18 - Updated for KSP 0.24.0. - The RP-9f Craft Locator part is now gone. 0.12, 2014-06-10 - Added new buttons "MS" and "MR" to memorize and recall the current maneuver node's settings, respectively. - DN/AN buttons should no longer flicker if the relative/equatorial inclination is almost zero. 0.11, 2014-04-09 - The button "Focus Vessel" should now work as intended. - Time and duration displays should now honor the Earth time/Kerbin time setting. - Added a button to delete the current maneuver node. 0.10, 2014-04-02 - Added a new option to show/hide conics controls in the main window. - In addition to the ejection angle, the ejection inclination will be displayed. - The RP-9f Craft Locator (the part that saves maneuver nodes into the save file) has been removed. KSP itself can save maneuver nodes now. Note: For the time being, your existing craft should be fine. You simply cannot select the part in the editor any longer. Be advised to replace existing craft using this part because it will be removed permanently at some future point. You should be able to remove it from craft files in the editor. - The buttons to modify a maneuver node's time will be disabled now if they are not applicable with respect to the node's current time. PreciseNode 0.9 - Added a PartModule to save and load Maneuver Nodes: ModuleNodeSaver. - No additional parameters are needed, there are no right-click options. - Talisar provided a part for ModuleNodeSaver. - The RP-9f Craft Locator is available under the Control parts section. - In career mode it is under Advanced Flight Control for 8000 unlock, 1200 price. - a.g. provided code to fix an issue with Unity on Linux where hotkeys were being activated even while a text field had focus. - Added Majiir's compatibility checker for KSP version checking. - This will not disable any functions, it is purely used for warning the user. - Added the ability to merge a node with a previous node on the Trip Info screen. - Replaced the +/-10K time buttons with AN/DN snap buttons. - If you have a target the buttons will snap to AN/DN of the target, otherwise they will snap to the equatorial AN/DN. PreciseNode 0.8.1 - Fixed node update during burn issue (editing a node without using the gizmo first). - Changed the options and keymapper buttons to toggle-like functionality. PreciseNode 0.8 - Fixed null reference exception spam. PreciseNode 0.7.5 - Fixed erratic textbox behaviour. PreciseNode 0.7 - Next Encounter now be calculated from the currently selected node. - This should fix the issue where the orbit AP/PE was never shown if an encounter existed at all. - Added textboxes for prograde, normal, and radial controls. - Added a button to focus on the next encounter target. - Added a button to focus on the active vessel. - Removed some forgotten debugging symbols. - Fixed some repaint bugs that may have been causing unexpected CTDs. - Fixed some null reference bugs through a better node updating scheme. PreciseNode 0.6 - Added the time to next node in the Clock window if a node is present. - Added a Trip Info window. - Shows the delta-V and time until for the nodes on your route. - Totals delta-V for the route. - Added snap to current orbit peri- and apoapsis buttons for additional UT Controls. - Now calculating next encounter from the current node forward. - The "Editing Node" label at the top is now a button that focuses the map view on that particular node. - The Clock window will no longer stay visible when you clear the GUI via F2. PreciseNode 0.5 - Added ability to open selected maneuver node gizmo via hotkey (default O). - Added ability to open/hide window via hotkey (default P). - Added ability to step down increment via alt/option + increment hotkey. - Added ability to alter the conics patch draw limit. - Added additional increments for UT manipulation. - Added an options window for greater user control over plugin: - You can show/hide the maneuver node pager. - You can show/hide the additional UT controls. - You can show/hide the ejection angle. - You can show/hide the additional orbit information. - Added an optional window for conics controls. - If enabled the window will show whenever the map view is open. - If enabled the window will hide automatically when the main window is open. - Added an optional clock window to show the current UT and human readable time. - If enabled the clock window will always show. PreciseNode 0.4 - 0.22 compile. - Added display for node apoapsis and periapsis, or the next encounter periapsis. PreciseNode 0.3 - Created an options GUI for keymapping. - PreciseNode will now save the window positions between program executions. - Changed saving of config file to OnDisable, which happens when you switch flights. - Changed the time display to add +1 year in order to correct to Space Center time. PreciseNode 0.2 - Changed the "multiplier" label to "increment". - Changed increment/decrement button colors away from the terrible cyan and magenta. - XMLDoc'd all of the functions. - Added conics mode selectors. - Added keyboard controls. - Added saving and loading from config file. To Do If time-warping, show actual time to node in clock as well as UT time. Add ability to lock magnitude (final delta-V) while editing. Add support for blizzy's toolbar. (Does not appear to be very useful to Precise Node right now.) Add an option to use that horrible abomination of a stock GUI style. Add an option to remove old nodes if their magnitude (delta-V) is less than a certain threshold. Trip planning Temporarily save nodes if you want to see the trip without them.
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It runs within the in-game tutorial system. To run, select Start Game > Training > Docking and follow instructions. I used the default installation guide provided by Spaceport. Here's hoping they update it for 0.21 :-/
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Looking for a plugin developer to take over this plugin! See this thread for details. I've made a plugin that uses the in-game interactive tutorial system to teach docking maneuvers. Download Docking Tutorial Plugin 1.1.3 Please let me know what you think or what can be improved about it. Thanks! In case you're interested, I've also made an in-game rendezvous tutorial and an in-game moon travel tutorial. Changes: 1.1.3, 2014-07-27 - Updated for KSP 0.24.2. 1.1.2, 2014-03-11 - Updated the plugin for KSP 0.23. - Automatic pod movement should be much smoother now. 1.1.1, 2013-08-09 - Optimized RCS thruster placement on the pods to minimize unwanted torque. - While performing a docking maneuver, the player can now see the distance and relative velocity to the target. 1.1.0, 2013-07-27 - Reworked the complete tutorial so that there are more detailed steps to follow. - Increased the mass of the side pods to make them easier to maneuver. - Increased the height of the ship's orbit so that everything stays in the sun light longer. 1.0.0, 2013-07-24 - Initial public release. The Docking Tutorial is licensed under the GNU GPL v3.
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Hi, seeing that there isn't an interactive in-game tutorial that teaches docking, I thought I'd just make one. Download Docking Tutorial from Spaceport To start the tutorial, select Start Game > Training > Docking from the main menu and follow instructions. Please let me know what you think! (For additional plugin discussion please also see the Addons forum thread.)
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Must be a Spaceport thing. I've most certainly added description and pictures.
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I made myself a tug that I use to land or lift things all the time (see signature.) The thing just docks with the payload, secures it using Quantum Struts, and does its thing.
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"Secret" features & key shortcuts.
blizzy78 replied to sal_vager's topic in KSP1 Gameplay Questions and Tutorials
Key Bindings KSP Keyboard Map - Old School Gaming -
Atmospheric Landing Chart: Pinpoint landings on Duna, Eve, Kerbin, Laythe!
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It should work if you add some active control surfaces (wings) and perhaps a few struts here and there to minimize wobble. Also, are you sure you want to use nuclear engines to launch? They are most effective when there's no atmosphere.
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If I'm interpreting this correctly, your problem is not getting into a close distance to your target vessel, but simply slowing down relative to it. Your velocities don't match, which is why it speeds past you (or the other way around.) There's a simple fix: - Select the vessel as your target. - Make the navball show "Target" instead of "Orbit" or "Surface" by clicking on the text in the navball. - Point your vessel at the retrograde marker on the navball. In navball "Target" mode, this is no longer your orbit retrograde marker, but the marker you should fire your engines to to slow down relative to your target. - Fire engine and watch "Target XXX m/s" on the navball. That's your relative velocity to your target. You want to bring that down as close to 0 m/s as you can. - Approach target using RCS or low engine thrust. - ...
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How to synchronize an orbit with another ship?
blizzy78 replied to Brucifer's topic in KSP1 Gameplay Questions and Tutorials
I wrote a tutorial and made a video about just that: Launch, rendezvous, and docking. See my signature. -
How to transfer Kethane???
blizzy78 replied to Grosstadas's topic in KSP1 Gameplay Questions and Tutorials
I use Romfarer's Lazor System alot which can beam anything with lasers. I haven't used it for Kethane, but it can beam SpareParts (from Orbital Construction Redux), so I'm pretty sure it does work with Kethane as well. -
About placing something below thrusters...
blizzy78 replied to Tigermisu's topic in KSP1 Gameplay Questions and Tutorials
You could tilt the thrusters slightly outwards so the fire does not hit any other part of the vessel. -
I find that the navball can be totally ignored when approach is done and things transition over to docking. I usually dock by visual judgment only. The chase camera is extremely helpful here.
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Press V to change the camera modes, one of them is the chase camera.
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Did you balance your RCS thrusters with the center of mass? See this picture: The thrusters should be placed at the ends of the green line, that is, at the same distance from the center of mass. Just place a ring of 4 quad thrusters at each end, and you're good to go. Also, it helps using the chase cam. You can also watch my tutorial video (see signature.) Approach starts at 7:22 min, docking procedures at 9:15 min.
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Landing super heavy landers.
blizzy78 replied to rottielover's topic in KSP1 Gameplay Questions and Tutorials
No problem, let me know how it goes or if anything can be improved. -
Landing super heavy landers.
blizzy78 replied to rottielover's topic in KSP1 Gameplay Questions and Tutorials
I built myself a craft that I constantly use to launch and land things on Ike: Spider HULL Mk 3 I also have a few variants like a smaller one with weaker engines, or a tri-engine one for special base modules I use. Those variants are not on Spaceport, though. -
You need to bring the green connection "balls" together. In the first picture, I suppose the tank is upright when picked up, but not hovering over the vehicle. Move your mouse so that its connection ball is where the vehicle's connection ball is. It should snap right into place just below the upper tank. To make it more clear: Don't move your mouse pointer to where the vehicle's connection ball is. Instead, move your mouse so that the part's connection ball touches the vehicle's connection ball. It does not matter where the actual mouse pointer is. Guessing from the picture, I suspect there will be a problem with that radial decoupler, though. Perhaps remove that first.
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Rendesvous and docking questions.
blizzy78 replied to painking's topic in KSP1 Gameplay Questions and Tutorials
Another helpful tutorial (with explanatory text) might be this one done by myself. -
Things to check: - Is timewarp activated? - Did you run out of electricity? - Did you run out of RCS fuel? - Did you press R to activate RCS? (duh)