Redshift OTF
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Posts posted by Redshift OTF
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Why stop there Redshift?
Hah, yeah I just tried that as well. I think that's 8900 kN of thrust, (ignoring the side engines you used).
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You can clip a KR-2L and an S3 KS-25x4 rocket onto the bottom of an SLS fuel tank, attach fuel lines on the outside and have a 5700 kN engine?
Time for the mother of all lifters.
(Warning! not fully tested yet. )
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OK sorry, the .dll from http://jenkins.mumech.com/job/MechJeb2/lastBuild/ works, (mostly).
The .dll from http://jenkins.mumech.com/job/MechJeb2/ does not. I thought they would be the same thing.
The reason I say the first one works mostly is that you do get a phantom stage added to the bottom of the staging list before launch but it does go away after launch. Also, in flight when a stage is released it seems to go back to its previous behaviour of only showing all the DeltaV in the bottom stage before correcting itself a second later. Not a biggie but I thought you might like to know. Thanks for your hard work!
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I'll double check the .dll I am using...
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I just tried the .dll from #201 from the Jenkins site and it has the same problem I'm afraid.
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I found out the problem with the delta V stats. But I think something is still not just right.
So you have 2 version. #201 on jenkins is one.
http://www.sarbian.com/sarbian/MechJeb2.dll is an other
Those two should give different value with vessel using fuel line while in flight.
Can someone check the displayed stats (editor and in flight) by doing the math or checking against an other addon. I am litteraly falling asleep on my keyboard right now so ...
I ll work on the docking AP sunday.
I just tested the .dll provided in the link you posted but it looks like it is not calculating DeltaV correctly when using fuel lines. This is using the SLS fuel parts. Everything above the fuel lines is calculated correctly.
The problem is not restricted to SLS parts. The setup below calculated correctly in previous versions of MechJeb for 0.23. As you fly this ship it starts moving DeltaV from the bottom stage to the next stage up until the bottom stage is used and released and then the process is repeated. I didn't make this ship btw but it's just a bunch of asparagus connected orange tanks with mainsails if that helps.
I'll try the other version later.
Edit: It looks like it is calculating all the orange fuel tanks as empty apart from the current stage where it thinks the whole ships fuel is stored.
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I just tested this and controlling from the docking port on the side does point the navball to the side as it should do. One thing I did find was the target marker of the opposing targeted docking port was not correctly aligned with the actual port. It was out by the width of 1 port more pointing to the other crafts centre of mass so I think it could be a variable bug.
Control from here is selected on the right docking port and the left docking port is the target. They are just about to dock and exactly facing each other but the target marker on the navball is way off. I don't think it is a Mechjeb thing.
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Can someone give me a link to a version of mechjeb I could use for .23.5? That's all I'm looking for.
SpaceGremlin post 7 already linked it for you. That's the latest there is.
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10,000 tons! That has to be some kind of record.
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Just a thank you to Sarbian for continuing to update MechJeb!
I would also like to report problems with DeltaV calculations that MechJeb does. It seems to work for a stage or 2 but if you add more it starts calculating the DeltaV incorrectly, (less than it should I think). When you fly whatever you have built the DeltaV display sometimes freezes and stops updating DeltaV or gives up altogether and shows nothing. I suspect it is something to do with the new parts.
Regrding asteroids I would advise people to dock with it manually for now. It is a lot easier than docking with a docking port as you can can dock with any port of the surface of an asteroid. Just arm the grabber, control from the grabber, target the centre of mass of the asteroid and set MechJeb to always point to the target in the target section of Smart A.S.S. Then move forward with RCS using the H key to about 0.2 m/s and using the I J K & L keys move the yellow prograde marker to the centre of the purple target marker on the navball. You can't fail to grab the asteroid this way. Hope this helps!
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Yeah, everything is clean and confirmed 198 from scratch. I've played with MJ set on .1m/s tolerance since I started using it in like .18 or something and never had an issue quite like this. Sure sometimes autopilot would chase a node a little bit, but now it just isn't catching the marker exact. It can be seen best when MJ aligns for a burn. It used to be it wouldn't hit time warp until it was exactly on the marker. Now it seems to have some tolerance. This same tolerance is what is biting it in the ass at the end of the burn I think. Basically, the auto pilot is experiencing what looks like human error. Maybe we're on to something!
I had the same problem with the previous version of Mechjeb. To solve it I went into \GameData\MechJeb2\Plugins\PluginData\Mechjeb2 and deleted all the MechJeb saved ship profiles and it started working again. I'm not sure why it works but it seems to be cumulative and might have something to with the centre of mass not being reset when you re-launch or re-load a ship you have used before which means it doesn't steer the ship properly.
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It's meters. If you want to capture an asteroid for scientific purposes then you'll need one that is only meters in size.
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Yay! Time to build a Saturn V.
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111 orange fuel tanks in an asparagus staging setup and 1 LV-N gives almost 40K Delta V. No Ion engines used. If you emptied the fuel tanks the whole thing is about 450 tons which could be lifted into orbit intact by a heavy lifter. You could then fill all the tanks in orbit and you would have a 40K Delta V craft, although it would take you forever to get any where especially considering the physics slow down would double or triple the journey in real time.
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It depends on how you want to do it. With the tweakables you can launch 100 empty orange fuel tanks in asparagus staging with 1 LV-N attached, fill them up in low Kerbal orbit and you could have a ship with over 50K delta V. As others have said though it isn't very practical as the TWR of the ship would be so low it would take you forever to do the node burns.
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Neat, nice and compact.
What exactly occurs below 700 m/s ? Do the landing legs break, Does it become nonfunctional, or does it experience a rapid unplanned dissasembly event? Or is that the speed which it transitiopns modes and thus causes destruction that way?
I meant slow down from above 700 m/s to below 700 m/s. If you cross that threshold everything seems to break. Kraken containment is lost. It's something to do with the physics. You can still use it below 700 m/s but it doesn't do much. The JD drive seems to give you more of an anti-gravity affect at low speeds although I found the leg breaks too often.
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I've used a modified version of Levelord's K Drive to upgrade my Bullet SSTO to the Bullet K.
It is extremely reliable. Those micro landing legs don't seem to break! It's only obvious flaw is the same as the other K drives; don't slow down below 700 m/s. To remove the K drive and stick it on other craft simply click on the control ring and make it a sub-assembly.
A better picture of the drive.
Enjoy!
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How are these planes so manoeuvrable? Is it lots of SAS or lots of wing?
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Don't worry, it's just convergence. It's going around a lot at the moment.
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Closer pics from the side and front while in flight would be nice.
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Rapid Unplanned Disassembly.
Lol, RUD. No one likes RUD. Some of my shuttles experience this when I lower the landing gear but I just pretend it's a new kind of Kerbal Ejector Seat. I will download her and give her a spin.
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Ah so the nose was dropping because the plane was too heavy and there was not enough speed for the wings to give enough lift.
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I think the jet engine would have to be removed as it would be dead weight on non oxygen bodies. Depends on the gravity.
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I'm not sure if you could get that into space with a low TWR of 1.5. Are you only using 2 ram intakes or are there multiple intakes clipped together? As others have said, the centre of lift is too close to the centre of mass so as you use fuel the centre of lift will end ahead of the centre of mass which can cause your plane to flip out, (although usually up and not down). Also you don't have a lot of tail and what tail you do have is angled, reducing it's effectiveness. Try angling them straight up to see if it helps. Ditch the aero spike and show the centre of thrust in a picture as if that is off it can cause you plane to pitch too high and too low at high altitudes where the air has less of a stabilising effect on the wings.
[Showcase] 0.23.5 Lifter Designs
in KSP1 The Spacecraft Exchange
Posted
Currently experimenting with clipping multiple engines to the bottom of the new SLS fuels tanks.
I now have this Behemoth to work with.