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Everything posted by Superfluous J
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[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
Or like a left/right button to cycle through SOI changes... somehow That's on the docket. I just forgot to put it in the "to do next" list. It looks to be kinda difficult, though, as the in-game functions for determining this stuff seem to be completely useless; they always return "0". -
We're not going to convince you and you're not going to convince us. This argument isn't even new or restricted to Mechjeb. It's a question of, do you want one tool that does everything, or do you want many tools that each do one thing. Some prefer the all-in-one solution, others prefer the many-specialized-tools solution.
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Can someone covert a flv file to MP4 for me?
Superfluous J replied to ZooNamedGames's topic in The Lounge
OBS does that sometimes. I think it doesn't like when you try to capture the "game" (as opposed to the screen) and/or if you use fullscreen mode. I try to always capture the screen, and always run in a "fake fullscreen" window for just that reason. -
Why does this rocket keep wobbling?
Superfluous J replied to HoloYolo's topic in KSP1 Gameplay Questions and Tutorials
I would assume it's a mix of too-high TWR, and reaction wheels fighting engine gimbaling. Possibly with a side of engine oversteering due to minor flexing, causing a feedback loop. -
[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
That first will have to wait until after a UI change. It may require its own UI change in fact. I like the idea though. The second should be possible, and I too would like it. It may also require some UI tweaking. It may be better in a "move the current node" section. Place it on the Pe, then move it to the next Pe. Or if you say Pe and the next one IS that one, it could just do it. That third one is just crazy. I'll see what I can do, but I personally wouldn't us it as I find multiple nodes (especially those across SOI boundaries far away) to be just too finicky. You end up having to re-do them anyway. Oooh my first pull request. I will happily take the help, though I may need help on merging it as I've never actually done that before -
[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
Ooops my newbie is showing. I forgot to upload it. :-} It's there now. -
[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
0.2 is out! 0.2: UI "overhaul" so it's not quite so ugly. More to come. Buttons grouped in 3 sections Window locked in place near Toolbar button (actually, where the mouse was) to simulate it being a menu. An/Dn placement (Thanks DMagic, Kerbal Engineer, and random Reddit dude), both absolute and relative to target. -
Suggestion: Add Navball markers to the smiley list.
Superfluous J replied to Alshain's topic in Kerbal Network
I too would like all these features. If I call it a "sidegrade" will that help? -
Children of a Dead Earth: realistic space warfare game
Superfluous J replied to curiousepic's topic in The Lounge
My first impression: No Multiplayer. I'm not big on Multiplayer (but as I said when this first popped up, this isn't really my type of game anyway) but it seems that all this game will "discover" about space warfare is how to trick whatever preconceived notions were programmed into the AI when the game was made. Or, if the AI learns somehow, players will "discover" how to train it to work poorly. -
[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
@DMagic you are a wonderful human being. -
[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
Thanks for these, but I actually found calculations on Reddit last night and "DAMN-ized" them into this: public double timeToAN(Orbit orbit) { double time = orbit.GetDTforTrueAnomaly((360.0 - orbit.argumentOfPeriapsis) * UnityEngine.Mathf.Deg2Rad, orbit.period); return time < 0.0 ? time + orbit.period : time; } public double timeToDN(Orbit orbit) { double time = orbit.GetDTforTrueAnomaly((180.0 - orbit.argumentOfPeriapsis) * UnityEngine.Mathf.Deg2Rad, orbit.period); return time < 0.0 ? time + orbit.period : time; } And they work great, for absolute An/Dn. They do not though tell me though what most of us want, which is An/Dn between the current vessel and a target vessel. Though I suppose you could use it on both to get both Equatorial From what I'm reading this is (relatively) easy to do, I'm just way too far removed from orbital calculations (not to mention college in general) to wrap my brain around it. Anybody either just have the code (or can find it in KER, which as DMagic alludes to is a bit roundabout in its structure) or understand the concepts enough to dummy it down, I'm all eyes WAIT. A. SECOND. I may have misunderstood you (As I said, I'm rusty at math). I'm'a try what you got right now. -
[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
No that gets the button working in the tracking station. I got that part. I want to place maneuver nodes there! -
The v1.2 Hype Train Thread - Prerelease is Out
Superfluous J replied to Whirligig Girl's topic in KSP1 Discussion
Probably becasue that's the one from 3 weeks ago Try this one: https://www.twitch.tv/ksptv/v/90820870- 1,592 replies
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- experimentals
- not the patience ferry
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Basically what Streetwind said. You need - more than anything else - practice. I used to be happy when things were a dozen km apart. Then I was mad if they didn't load into the physics window. Now I am more concerned with not hitting the base's solar panels than I am landing too far away. Just keep it up. Try to figure out why you are missing and do your slowdown burn earlier or later. Or make sure you're heading toward the base exactly so you don't miss it to the side. Target the base, and make sure your prograde is heading toward (but over, as gravity will pull you down slowly) the base as close as you can make it, and correct. Get used to how the camera pans as you come down, tricking you into thinking you'll miss (or hit) your target, and learn to compensate.
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While the suicide burn is more efficient, until you're comfortable I suggest stair-stepping your way down. Don't just hover-drop your way down at 100m/s, but let yourself free-fall until you're maybe 5km up. Then hit the gas full power and watch your speed decrease. Note how long it takes your rocket to slow down. Get down to about 100m/s, and then let yourself fall for a while more. When you get closer, punch the gas again and slow down to 50m/s or so. After a few crashes attempts to get the feel for it, you should be able to know by intuition when to burn. Then, you can on your next attempts stair-step less and less. Or keep them up. It's not as efficient as a gravity turn, but it's not nearly as inefficient as hovering your way all the way down and that extra control is worth a bit of fuel a lot of times. As in all things, it's about balance. You don't want to have to bring a Saturn V's worth of rocket all the way to Mun orbit, but you don't want to have to time your burn to the millisecond. Somewhere in between is that sweet spot.
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[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
This is fixed in 0.1.2 up on Github. Also some QOL improvements, like the window auto-closes after you successfully place a maneuver node (but not when placing fails) -
[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
Hmmmm. Hmmmm. I saw that when I was playing around with trying to get it working in the tracking station (wouldn't that be cool) but not since, and I'm fairly certain that didn't make it into the main build. But hm. Thanks for the report. Not sure what's going on there but I'm sure it's my fault -
They're there. Start a new game (or go into your current one), hit ESC. They're in "Gameplay," last option. Right above "UI".
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[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
That's high on my want list, but I'm not sure if the game just gives those to you. I was kinda hoping they were Transition1 and Transition2 but I've not had time to test those. Those might be SOI transitions, which isn't bad (Many people like to tweak approaches just after an SOI change) but I'd prefer them to be An/Dn. I'll be actually testing that tonight. I'm not averse to calculating them, but I barely got this working in its current state. It may be a while -
[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
Quick bugfix update. 0.1.1: Bugfix. I had some "==" where I should have had "!=" This caused most of the buttons to not actually work, because they were failing the "should you be able to click me" check. -
[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
That (And when the game won't let you put one down at all) was actually the impetus for this mod. I don't know for a fact that it'll work, but I think it will. The other stuff just kinda started flowing into my brain as I coded this. -
I have decided to discontinue this mod - as great as its name is - due to the far superior DMagic Modlet Maneuver Node Evolved. This should still work at least during the 1.2.x cycle, but I won't be updating it. It's open source, so if anybody wants to they can take over the mod. Buttons to drop a maneuver node at orbital milestones DOWNLOAD: SpaceDock GitHub SOURCE: https://github.com/5thHorseman/DropAManeuverNode LICENSE: MIT ATTRIBUTION: This project uses Stock Toolbar integration code from KSPCasher https://github.com/armazac/kspcasher CHANGELOG: 0.2: UI "overhaul" so it's not quite so ugly. More to come. Buttons grouped in 3 sections Window locked in place near Toolbar button (actually, where the mouse was) to simulate it being a menu. An/Dn placement (Thanks DMagic, Kerbal Engineer, and random Reddit dude), both absolute and relative to target. 0.1.2: Bugfix. There were multiple toolbar buttons that kept growing, and only the last worked. 0.1.1: Bugfix. I had some "==" where I should have had "!=" 0.1: Initial build. Stock Toolbar support. Buttons to add a maneuver node at certain orbital milestones. BUGS: You can use this mod to drop maneuver nodes even when you have no CommNet connection to Kerbin. You still can't edit those nodes, so I don't think it's that critical of a bug. Also, I have no idea how to fix it TO DO: Save/load settings, if necessary. Blizzy's Toolbar support. Detect when things are not available (like no Ap due to escape) and disable the appropriate button. Detect when a maneuver node is already present at a location (Within a few seconds?) and disable the appropriate button. Detect encounters with targets. Not sure how to handle this, because you generally don't want the node AT the encounter. Maybe X (settable) minutes before it? Better UI "Modify Current Node" button or mode. Look forward past SOI changes, allow to set nodes on future trajectories. Look forward past other Maneuver nodes, allow to set nodes on future projected paths. Allow both of the above at the same time. Basic thrust options like "circularize" or "match tilt" or "kill velocity" "Undo" (may be difficult or impossible) Automation options, like "place a circularization burn at Ap whenever you leave atmosphere." DONATIONS I do not need donations, but if you want to contribute, please donate to SpaceDock: