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KSP2 Release Notes
Everything posted by Kurld
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A few things have crept up as I've been working on modules and craft for the Ross side of my KSS. There are some kOS patches included in the pod part folders that cause a lot of red spam in the console. I think the patches are trying to add kOS processors to various pods but then for whatever reason when you load into the flight scene it just barfs. I soft-deleted the patches and it stopped complaining. I put up a Soyuz TM test flight and then Bill decided that he wanted to stroll into the orbital module. After that I could not transfer crew anymore. I'm guessing it's because the hatch back into the descent module is blocked by the parachute, or something? Because you can't get out at all when you get back home. There is a moduleDecouple that I think is supposed to ditch the chute so you can get out of the hatch, but it can't find an ExplosiveNodeId named "top" which is odd, because it is clearly there in the config file. @Space_nico I am the guy who made the PEBKAC LES mod years ago. If I can ever get a few weeks to sit down and do it, I do plan to make a launch escape for the Soyuz. That I'll have to re-learn everything I forgot about Blender is probably what will slow me down the most. In the meanwhile I sort of faked one with odd parts and used some timers from the SmartParts mod to control the escape and jettison sequences. I still need to get some grid fins onto it somehow.
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- totm march 2020
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Yeah, that's what I did. There must be something I missed there, or else I just got hyper focused on the little tick marks. MJ was indicating some drag is why I got obsessed with that idea. But it was like... attometers per second squared. I had to go look that up 10 to the negative 18.. so I don't believe that could possibly be enough to make that big of a difference.. It varied and did weird things like going negative, etc. Nothing else in the MJ tool indicated any atmosphere. I did my game folder and got rid of all the visual eye candy and non-essential mods and stuff I could find and it started behaving normally. Thought I was onto something there, but reloading the original install also cleared the issue, so... Hopefully it won't do it again here in a bit when I put up Node 1.
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I did look at that. It did show some very small blue and red tick marks, but I'm not sure that indicated anything. Do they show up when no force is present? I was testing a new configuration (2.5x game) and launched into orbit. Some phantom force kept dragging down my AP and PE. In a ~115k orbit it was losing 20 or 30 m per orbit. All that being said, like I say, when I reloaded it all seemed to go away and act normal. About once a session I literally throw up my fists and growl "THIS GAME." @benjee10 I noticed the new PMA parts with the nodes to attach the PDGFs. It will be very helpful to have a proper 45deg. angle when trying to grab them with the Kerbo-arm. And they look awesome, with lots of greebly detail. Excellent.
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Thanks for the explanation. I agree the orbital decay has nothing to do with RA (I don't even have that config installed) but I thought maybe I was wrong in my understanding about atmosphere parameters and how SD treats them, in general. Or maybe somebody who plays the game a lot more than I do might see this and understand what was going on. FWIW, I reloaded the game and put the shuttle that was acting weird directly into orbit with hyperedit. It seems to be behaving now, so . . . beats the hell outta me. Maybe it won't come back when I launch it again the old-fashioned way. I think the MJ thing is just floating-point noise. The other craft I was experimenting with also started showing it after I dipped it into the atmosphere briefly.
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Also getting a warning about DragCubeSystem: Part 'benjee10.shuttle.forwardFuselage' has more than two IMultipleDragCube part modules. You should consider procedural drag cubes. I'm getting some weird behavior in a 2.5x rescaled Kerbin orbit where I'm experiencing drag above the atmosphere and the orbit (~100km) is slowly degrading. Other vessels do not have this issue. EDIT: I reloaded the game and put the shuttle into orbit with hyperedit and it maintained a stable orbit... not sure what might have been going on. Maybe just a fluke?
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I hyper-edited up to 200k and the drag reported by MJ was about -50 fm/s2 so something is off somewhere. I loaded another ship which was in orbit at 100k and noticed no such drag weirdness. So. . . something about this shuttle I'm using? I'm so confused.
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[1.9.x, 1.10.x, 1.11.x] Persistent Rotation Upgraded
Kurld replied to linuxgurugamer's topic in KSP1 Mod Releases
How well should this hold roll to zero degrees when locked to prograde in an inclined orbit? It seems to hold pitch and yaw My trajectory eventually drifts a degree or two off horizontal over the course of an orbit. No biggie, just messes with my OCD, lol. -
The drag is real. I lost about 40m over the course of an orbit.
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Mechjeb is still showing some atmospheric drag at 120k orbit (~64 am/s2) This actually seems to be generating a slight amount of lift, as my apo. has slowly raised from 120k to 120017 and is now falling again slowly towards 120000 as I approach that altitude. Not sure what to make of it.
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EDIT: following up with this... The 77k seems to be when the "space music" starts. There was an intermediate figure described as Total Height... how does that come into play (other than a way to derive atmoTopLayer?)
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Interesting reading. I want to make sure I'm understanding properly: I loaded up a new install with the stock system rescaled to 2.5x. Had a confusing time getting into orbit, finally realizing that "space" wasn't 77k (based on atmosphere = 1.1 in the Sigma config for the rescale) but actually around 91k based also on the atmoTopLayer = 1.18blah entry written a little further down in the same config. My assumption is that then it takes those values and applies them to the properties for planet Kerbin stored in whatever Kopernicus templates your game uses. I'm guessing mine must get loaded up from the ones stored in the sigma templates folder, since I haven't installed this mod yet. I see entries like pressure curve, which, for Kerbin, has a last key entry of 70000 0 0 0 which I am assuming means that the curve ends at 70k, above which altitude there is no more atmosphere, which is what we see in the stock game. Does the atmosphere = 1.1 value multiply all the keys in the curve (e.g. 70k becomes 77k, 65.3 becomes 71.83, etc?) Does the atmoTopLayer = 1.18 then multiply by 77k to become ~91k? Does Sigma then extrapolate values somehow to fill out the rest of the ever-thinning atmosphere curve from 77k to 91k? @OhioBob made a post several pages back with guidance about how to calculate the atmosphere and atmoTopLayer values for Sigma to use. Plugging 2.5x into that gives me something like 1.09 for the atmosphere and 1.21 for the atmoTopLayer. I'd assume the variance in my sigma rescale file would be so that the in-game values for 77k and ~91k are the result. Does 77k really mean anything important in the game?
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[1.12.x] [Breaking Ground] Shuttle Payload Delivery Systems [3.0]
Kurld replied to MATVEICH_YT's topic in KSP1 Mod Releases
What's the scoop on BDB being a dependency? I love me some BDB but installing that entire thing is just too much for casual play.- 46 replies
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Your mother must be proud I find that not loading parts that I never ever use speeds things up quite a bit. The Janitor's Closet mod's "perma prune" feature helps a lot with managing this. As much as I'd like to have all the parts loaded up all the time.. some parts packs can add big chunks of time all by themselves.
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I never did get the "drop solids early" thing to work at all. I've run into something else. If you 'revert to launch' the ascent guidance seems to ditch whatever profile it was using previously and uses something else. Shuttle invariably winds up headed for horizon by about 14k altitude. If I revert to VAB, load a different craft and go to launchpad (not sure if this is req.) return to VAB load the shuttle and launch, the ascent guidance seems happy again.
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I'll stipulate to that. However... It seems like it always does what I expect the first time I launch. "Revert to launch" (what I was doing as I was tweaking the smart parts) seems to throw the ascent guidance into a tizzy where it internally creates some really odd profile and tries to follow that instead. If I revert to VAB, load another craft, revert again and come back with the shuttle... it works again. Once. Weird. I'll report in the MJ thread.
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I think there are two separate problems. The smart part problem is having a dumb operator, I think (forgot to switch to correct action set before launch.) Mech Jeb, I'm not sure about yet.
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Thanks. Yeah, I looked through the log and there's nothing there is why I didn't post it. I'll play around with these some more and see if I can figure out what's going on.