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GavinZac

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Everything posted by GavinZac

  1. So, theoretically - If I use mechjeb to point this "TARGET+" and activate the physics warp, it will eventually get a fix? And then it will hold the body in view? Is it possible to get out of the camera view by hot key or something?
  2. Just because this is showing up prominently in Google results: the physical location of the detectors doesn't matter, it scans from the centre of mass of the ship. All those detectors are detecting from the same spot - the improvement comes from having them firing on that spot more than once per second.
  3. You fix it by reading the thread. Please read the thread. Ok fine, you installed the wrong version. It's supposed to be looking in GameData, you see.
  4. Reduce your graphical settings. If it works, congratulations, you know you're running out of memory.
  5. Oh god! Sure, but please note it was banged out in 90 minutes so there is almost no commenting and there was no planning involved so some things are convoluted because they were actually meant to do other things... like Kerbal rockets, I guess. Here's the source: http://mononyk.us/wherecanigo.php.txt
  6. if you cancel it, and let the ships get close (closer than comfortable) on the map, you can reenable it again and hopefully it will say "Close to target: plotting to intercept". If it doesn't, you've tried too early; cancel and try again later. This wastes some fuel (I think) but it beats reloading again and again.
  7. It's essentially using that map I linked to to get the delta-v costs for each body, just as you would if you were looking for a specific destination. Most of the time people are doing this for just one body and then designing a ship with that much delta-V to get them there. This little app lets you say "I don't care about my destination, I just want to fly this ship!", and view at a glance the places it could take you.
  8. Usually when consulting a Delta-V map, you're trying to figure the Delta-V it will take to get somewhere. Well, I've made a pretty ship with less consideration for function than usual; where can I send it? With a set amount of Delta-V, how far can I go? I found myself totting up and comparing stats and getting a pain in the head, so I decided to code something instead. Where Can I Go? http://gavingolden.com/wherecanigo/ Just stick in the Delta-V potential of your ship, let it know if you're already in orbit or not, and it'll tell you where you can go with it. All the info is taken from the KerbinDeltaVMap.png from the Wiki. Except a little bit - I added a little indicator that says if it might be possible to aerobrake on the way. Because I don't have the maths for that, it's a flat 200m/s below the stated numbers from the map - but all it does is change the colour a bit to suggest that it might be possible. Suggestions for improvements of that welcome. Bug fix 1.1: It was including the encounter value for landing on bodies twice. Must have been some nudity in Game of Thrones while I coded that line. Fixed! 1 April 2016: I updated the URL as the other domain expired while I've been trying to ignore KSP until antenna range works. Ignore the date, there's no surprises! 28 August 2019: Holy crap I'm still playing this game. URL was broken, updated it. Also, @severedsolo has made a nice in-game equivalent of this., check it out
  9. It should, but its a limitation of the Game Engine. Everything is set up around active vessels and active bodies.
  10. Some options would be nice, kind of like the ascent guidance. For instance, the "burn to slow down, then cut engines to save fuel, then burn again at the last second" mechanic may be realistic and may save fuel, but has turn many of my more complex vehicles into Mundust. I'd also like to see an option to "tip over" in a direction - I usually have my landing legs on the side of the long towering monstrosity that got them there, and tip the vehicle onto them so that the kerbals can get out without climbing 100m down. Also, it might be too much to expect, but if it could work with rotating/VTOL engines that would be the icing on the cake. I can actually code but I'm useless at math (decades of letting the computer do the maths for me) so I'd rather not try to implement these but it would be nice. Edit: or yes, "Invert landing direction" would be good, too - my very first craft to the moon was sent there my MechJeb, a Sputnik with legs on its head and little thrusters on the side that detached from a bigger engine to just put something, anything on the moon. MechJeb happily slammed it "upside down" into the moon, so I got to have landing legs as my first and only things left on the moon.
  11. Superb, I could have used this yesterday when I was trying to get 8 Kerbals back aboard a ship after a Duna dune party. Such a simple little feature that we didn't know was a must have until now.
  12. Damn that's beautiful. There's so many things could be represented by that, too, sciency stuff. Or just clouds!
  13. An interesting coding challenge! I haven't been having much luck with my custom Kethane map visualiser (it makes my game CTD, Unity is still a mystery to me), this might let me understand better how Kethane mod is working. Ah. Much easier. Why didn't I think of that? It really is just one or two sites so it makes sense. Now to choose between the deposit on Eve or the deposit on the Mun. I guess 'moving' on the Mun is easier!
  14. Weird occurance: My robotic arm with a kethane drill on the end of it has simply disappeared, vanished. The servo control window is still there, but I can't see anything, nor does 'moving' do anything. Any ideas?
  15. I'm still running Kethane 0.4 (KSP0.20 workaround fix) because I like where my deposits are. I have two questions: 1) Is the electrical generator backwards compatible? (Can I grab the part only?) 2) What is the best upgrade path for me, with a preference for maintaining deposit locations?
  16. Make sure you've removed or overwritten the non-fixed mumech.dll
  17. He's listed mods that make the game harder. How does Kethane make the game harder?
  18. Because I am not very clever and accidentally put 2 ions and 1 nuke instead of 2 nukes and 1 ion - but I'm already (almost) captured by Duna so I can't quite turn back. I can improve the next one though, and Franklin Kerman will be happy to have given his life for science. However, even with 1 electric engine, the ability to have MechJeb cut out before leaking Xenon everywhere would be beneficial for those unexpected solar eclipses/unscheduled-atmospheric-solar-panel-dismissals
  19. Idea: At the moment, Mechjeb does a good job of preventing Jet flameout. Jet flameout can cause spins and so on, especially on craft with more than 1 engine (i.e. all of them), so stopping all the engines before air intake reaches 0 is important. I am currently using 2 ion engines to do a 14 MINUTE burn. It takes a long time, but it's very efficient and hey, space is big. However, my craft doesn't have enough solar panels or generators to keep the rate of electricity constant, and so before the 14 minutes is up (i.e within 30 seconds) the electricity runs out. This results in 1 of the 2 engines shutting down, and the craft spinning. Also, just like a jet engine wasting liquid fuel, the ion engine wastes Xenon if 'flames out', bleeding it until the power builds up enough for it to switch on or off. The result is that it is twice as efficient (probably more, since the spinning from running lopsided on 1 engine is bad) for me to watch the burn, using an action group to turn off both engines before the electricity runs out, let it build up again, and start them up again, until it gets low again... and repeat... for 28 minutes. If Mechjeb could handle electricity 'flame out' just as it handles jet burnout, i could spend those 28 minutes doing something productive fun. Could this happen? It seems like it would require almost the exact same mechanics as jet control.
  20. Can all the support requests go in the Addon Support forum? Or the Development forum? This is a releases thread, and the same questions are getting asked over and over with the general theme being questions of the standard of "have you tried turning it off and on again switching the fuel lines?"
  21. Currently salvaging parts from a downed satellite on Minmus to add MOAR solar panels to my electric ship. This mod has made the game's EVA extremely enjoyable. Two questions: Is it possible to make an item "do something" while you're holding it? A handheld kethane detector would be useful, or 'accidentally' setting off a sepratron on Minmus and saying goodbye to Kerbin orbit... Is it possible to rotate detached items on a different plane? Unfortunately the solar panels I've grabbed are now stuck on my craft, jutting out at odd angles instead of against the body.
  22. Mod idea, or 'stock' Kethane idea I guess if Majiir was interested: my Kerbals are currently salvaging solar panels from a crashed satellite on Minmus to attach to the ship that got them there, because their is running out of electric charge on Ion drive very quickly and otherwise they're just littering space. They're doing this by grabbing and attaching stuff with the Kerbal Attachment System. Its great fun and gives purpose to EVAs. I was thinking it would be pretty fun to make a grabbable handheld metal-style "detector" for the Kerbals, who can then walk around beeping with a range of like 1 metre. Utterly pointless, and probably redundant as the hotspots are usually geographically huge, but fun nonetheless for geeks like me.
  23. It's usually on 0.5m/s but perhaps it's because I'm delivering heavy parts with an efficient (weak) rocket. Good idea, I'll ramp it up to 5m/s and see if it can at least get me close enough to let the docking autopilot take over, even if that then takes ages, at least it can do it without my supervision.
  24. I think the way that resources work; fuel never goes "toward" a fuel tank unless you manually move it. The converter is actually an engine, that is "withdrawing" a NEGATIVE amount of Fuel from the fuel tanks.
  25. ... Did you try turning *on* the scanning?
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