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Galane
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Everything posted by Galane
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Galane replied to ferram4's topic in KSP1 Mod Releases
It's probably a good thing that doesn't happen in real life. OR So that is how Superman made Earth spin backwards!- 2,647 replies
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Not accuracy, the impossibility of atmospheric landings in .90 with only MechJeb and Stock Drag Fix. I tried build 386 last night, still erroneously showing corrections of 100+ m/sec in random directions yet only using short thrusts. The numbers drop fast but then a new needed correction shows in a different direction.
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x86 is for a 32 bit operating system. x64 is for a 64 bit operating system. Of course you must match the version of ATM to the bits of the version of KSP you are using. From what info I've seen on the forum, most using Windows are running 32 bit KSP due to the 64 bit version still being quite buggy while the 32 bit version performs quite well, especially on 64 bit Windows with lots of RAM so KSP can have all it can use, up to the limit of a 32 bit program. Since the most RAM a 32 bit OS can use is 4 gig or less (Windows cannot use a full 4 gig for various reasons.) KSP has to share RAM with the OS.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Galane replied to ferram4's topic in KSP1 Mod Releases
I've detected no problems with the DLL from github. I've done a lot of launches with it and a few dockings and undockings. Had one instance testing a new part for ReStock Ninety where I had the mass too low and engines were flying around loose *but staying attached*. It was hilarious. Once the rocket got some altitude the engines snapped back into position and it continued to ascend. I was expecting it to eventually all come apart and crash but it held. Easily fixed by upping the mass of the large part.- 2,647 replies
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I did a clean setup of .90 with no mods other than MechJeb dev build 385, HyperEdit and Stock Drag Fix 1.1. No ModuleManager, using the AR202. Started a new game. Result? Exactly the same flailing around from Landing Guidance. If I leave that setup exactly the same except for removing Stock Drag Fix, Landing Guidance works properly. I also tried Stock Drag Fix 1.0, both on my playing setup and on the clean setup. Exact same problem. Then I did it again, but without Hyperedit and launched ships from KSC instead of popping them to orbit with HyperEdit. Results exactly the same. MechJeb dev build 385 can't land on Kerbin when the only other mod present is Stock Drag Fix. Thus it must be that Landing Guidance in recent builds of MechJeb is having *some problem* with Stock Drag Fix. It could be an issue with KSP .90, though *sometimes* Landing Guidance would go crazy like this in .25 with SDF installed. But in .90 for me it does it every time with every ship trying to land with an atmosphere, as long as I have SDF installed. Launches work great with SDF, much better than without due to using a lot less fuel. If the logs don't show what the problem is, that just makes it more 'interesting' for Starwaster and Sarbian to figure out what the cause is when it can't be some other mod because the problem happens when their mods are the only two mods installed. Is there a way to have Landing Guidance log its maneuvers so you can see all the wild turning and thrusting its doing?
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If you were flying from New York to the UK you could make that leg in under 6 hours due to the currently 200+ MPH jet stream blowing eastward. At least one flight recently made the trip, takeoff to landing in 5 hours, 15 minutes. Happens just about this time of year, almost every year. 'Course going the other direction they avoid the headwinds as much as possible and sometimes have to land in Canada to refuel on flights that near 9 hours.
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[0.90] Stock Drag Fix - Mar 19, 2015 (BETA UPDATE)
Galane replied to Starwaster's topic in KSP1 Mod Releases
Here's a fresh output_log http://partsbyemc.com/pub/output_log.zip I deleted Stock Drag Fix and Landing Guidance had no problem landing my Stock Lander 1. One deorbit burn followed by one small correction then an uneventful cruise down to the landing burn. So I deleted the log, put SDF back and the above log is the result. At the end it did a major change in orbit inclination then turned around and made a feeble effort to correct it. The only difference between the two runs was the presence or absence of SDF so somehow SDF is mucking up some information MechJeb uses for calculating how to land with an atmosphere. -
Here's an output_log that will hopefully show some reason why the latest Stock Drag fix fouls up Landing Guidance. http://partsbyemc.com/pub/output_log.zip I deleted SDF and it landed just fine. So I deleted the log, put SDF back, popped my Stock Lander 1 orbit with HyperEdit (launching it normally makes no difference) and got the above log. I ended it after Landing Guidance decided it had to make a major change in orbit inclination with a long burn, then flip around and wobble around while making little sputs with the engine.
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There's an additional dll to put in with MechJeb for use with FAR. There's another one for use with NEAR. Dunno where to find them because I don't use either of those mods and the forum search still only finds threads, not individual posts. Plod your way back through this thread and you'll probably find links to them. Edit: Here they are. http://forum.kerbalspaceprogram.com/threads/60933-Optional-MechJeb-Modules-for-FAR-NEAR-km_Gimbal-2-3-(Jan-7)
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[0.90] Stock Drag Fix - Mar 19, 2015 (BETA UPDATE)
Galane replied to Starwaster's topic in KSP1 Mod Releases
Perhaps discuss with Sarbian ways to make the two play nicely together? -
I'm going to try removing Stock Drag Fix because the latest dev version of MechJeb can't even land my trusty old Stock Lander 1 on Kerbin http://pastebin.com/wLrAUttX It just repeatedly over-burns then flips the ship around and "corrects" way too much over and over until it's gone way past the target. It used to just burn too much on the deorbit then make one or two corrections and settle down to landing, somewhat less accurately than without SDF but at least it could land on bodies with atmosphere.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Galane replied to TriggerAu's topic in KSP1 Mod Releases
I completely deleted the previous version Kerbal Alarm Clock Folder before installing the latest version in .90. Now I have two buttons for it side by side on the stock toolbar. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Galane replied to Majiir's topic in KSP1 Mod Releases
I get the kethane stock toolbar button overlaid on the resources button. Looks like a bit of a bug. -
[0.90] Stock Drag Fix - Mar 19, 2015 (BETA UPDATE)
Galane replied to Starwaster's topic in KSP1 Mod Releases
I'm going to have to uninstall SDF because the current dev version of MechJeb cannot land anything on Kerbin with it. Not even this http://pastebin.com/wLrAUttX which it has been pretty much perfect with for as long as I've been using MechJeb. It doesn't have an AR202 on it due to using module manager for MechJeb integration. I built that lander in .21, it's been to Mun a few times and landed on Kerbin many times, manned and unmanned. It does the deorbit burn, too much. Then it has to do a correction burn, again it does way too much. It keeps flipping the ship back and forth, constantly overcorrecting and it misses the landing target. Doesn't matter if it has RCS on or not. In .25 with previous versions of SDF and MechJeb it would only burn too much on the deorbit burn, then it'd correct - but not too much - and settle down to landing. -
Got them strutted above and below the decoupler? A bit of wobble will be counteracted by MechJeb using engine gimbals, RCS, reaction wheels, and if you have them on it, aerodynamic controls. A rocket with a lot of inertia will oscillate back and forth as MechJeb attempts to control its flight, unless you have a lot of control power. I've been testing some very large rockets with the latest parts I added to ReStock and it seems I can't put enough control power on so MechJeb can whip it around at a decent speed *and* prevent it from overshooting the desired direction of aim. Sort of like Pilot Induced Oscillation, except instead of getting progressively worse, MechJeb can usually damp it down and get the rocket going the desired direction.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Galane replied to ferram4's topic in KSP1 Mod Releases
Latest release here. https://github.com/ferram4/Kerbal-Joint-Reinforcement/blob/master/GameData/KerbalJointReinforcement/Plugin/KerbalJointReinforcement.dll Do not try to save that link. Click it then on the page you get, click View Raw to download the DLL.- 2,647 replies
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Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
Galane replied to sarbian's topic in KSP1 Mod Releases
Can you do one for Stock Drag Fix? What I've noticed with SDF and Landing Guidance is MechJeb tends to under-burn on the initial deorbit, then it has to make a fairly large correction, often it overcorrects and has to make more correction burns. I've had it make so many correction burns (usually with larger, slower turning rockets) that it overshoots KSC and either lands or "lawn darts" into the ocean. SDF has such an effect on landing guidance that with a quick turning craft it can precisely miss the VAB and land in front of it on the pad side every time. Pad landing attempts with SDF tend to end up at the bottom end of the ramp toward the VAB. All SDF is doing is removing fuel/oxidizer mass from the stock drag calculations, but it seems to confuse Landing Guidance because the rockets don't have as much drag as they're supposed to with stock aero. (Though they have as much drag as they "should have" since fuel inside a tank has no bearing on how much friction their is with the air outside the tank.) There's not a real problem with Ascent Guidance, rockets use less fuel with SDF, though I've had some rockets where terminal velocity is hit (the text turns green) but it's not throttling back and I get the red heat effects. Probably would use even less fuel if it would throttle back at TV with SDF. On bodies without atmosphere, SDF does nothing. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Galane replied to Ven's topic in KSP1 Mod Development
A model and texture only revamp would be nice. Altering the masses, functionality etc makes it a parts mod, not a stock revamp. -
[0.90] ReStock Ninety. It's back, again, with even more parts.
Galane replied to Galane's topic in KSP1 Mod Releases
More than just adapters, there are different nuclear and ion engines, two sizes of 5-way RCS blocks, smaller and larger mono tanks, I added Kerbodyne size battery, RGU and other parts. There are now two sizes of liquid fuel drop tanks and much more. Takes up very little storage space and RAM while adding a lot of useful parts. -
[.90] WIP: ReStock Reloaded updating for KSP .90
Galane replied to Galane's topic in KSP1 Mod Development
I re-did the RAR. Used best compression and 64k dictionary. Also posted a ZIP. Same link just change .rar to .zip -
Many fixes, some adjustments. Moar parts! If you are still using .25 most of the new stuff and adjustments to parts existing in the .25 release should be back-portable from this release. Mostly it's changing folder and .cfg file names, but a few parts will need vertical position adjustments to nodes. See the WIP thread for some example pictures. More examples can be found in my Flikr collection. Then there's my mission to Eve and back, which relied heavily on ReStock parts.
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[.90] WIP: ReStock Reloaded updating for KSP .90
Galane replied to Galane's topic in KSP1 Mod Development
Added more parts, two that I know of are the Not-Rockomax Macronode, sized to fit the girders and with symmetry, and an insane adapter for mounting four ThunderMax tanks beneath a ThunderMaximus tank. I may have added another part or two between the last update and this one. Also added is one more example rocket using that adapter. -
Why is the TR-38-D "massless"?
Galane replied to Galane's topic in KSP1 Suggestions & Development Discussion
See? This is why we can have crazy things. -
Solid rockets run at full thrust. They don't have a throttle, though some non-stock ones can have their burn profiles tweaked during assembly. If you put a big honking SRB on your rocket and it's not heavy enough to keep it from hitting terminal velocity on ascent, there's nothing you can do about that except add more weight. MechJeb will throttle back throttleable engines (with stock aero) when SRBs ram into terminal velocity, if you have the TV limit engaged. Overpowering with SRBs is a nice way to save fuel in ascent. I've built some rockets with so much SRB power MJ will cut throttle completely from right after liftoff until SRB burnout. With Stock Drag Fix (only aero mod I've used, it simply removes wet mass from being counted in stock drag calculation) MJ doesn't throttle back so much, often not at all, yet most of the time a lot less fuel gets used ascending from Kerbin and other places with atmosphere.