-
Posts
12 -
Joined
-
Last visited
Reputation
0 NeutralProfile Information
-
About me
Bottle Rocketeer
-
I would also love for this tool to work with asteroids. Or - with the new addition of the claw - any target in general. Just having the relative lateral speed available would be awesome, the navball just doesn't cut it. Thinking aloud, unlike docking ports you can't use the asteroid's orientation as a reference since the approach angle would vary from asteroid to asteroid and maneuver to maneuver. Maybe you could use your own ship's?
-
Hmm yeah I just saw your post on the previous page. Never compiled for KSP before, I guess I'll just ignore it. I hope it becomes optional in future versions, it's a nice joke but I don't always build designs that need boosters.
- 165 replies
-
Hi, Nice mod, I've been looking for something like this after I forgot power on an unmanned Duna probe. How can I remove the "MOAR BOOSTERS!!!" check? It's not listed in modules.cfg and is rather obnoxious.
- 165 replies
-
Love this plugin! I was wondering, I had an issue where math!pi() wouldn't output a number before I realized I needed a sensor installed on the ship for any functions to be recognized. Would it make more sense to tie those to the command pod, or maybe the to terminal itself?
-
You are correct, not sure what the others are on about, they probably misunderstood you burning normally with you burning in the same direction (which once was perpendicular to the orbit) over a long duration. It's probably an artifact of the engine itself and not with MechJeb missing the mark. Try burning at a lower thrust, I found I could change my inclination indefinitely without changing the eccentricity notably by burning with TWR at about 0.5.
-
Interesting question but without checking the numbers I really doubt it, if your craft has enough TWR that a small burst would accelerate it to terminal velocity then you're wasting fuel dragging the heavy engine up. Using small bursts would mean you get the worst of both worlds, first you transcend terminal velocity where the drag slows you down, then you need to wait for your speed to slow which means more gravity drag; all the while you could be burning the excess fuel and obtain a gradually lighter vehicle.
-
It's mostly useful for a transfer to low Kerbol orbit, there are few cases where the ratio of semi-major axes are high enough for the savings to matter. Another example would be when you desperately need to change your inclination from say a prograde to a retrograde orbit, but I'm not even sure if raising your apoapsis to revert the orbital velocity can be called a bi-elliptic transfer. As a rule, when it is worth it to do a bi-elliptic orbit you want your apoapsis as high as possible, the higher it is the more ∆V is saved. So if you're doing a transfer around kerbin you want your apoapsis to be at the very edge of Kerbin's Sphere-of-Influence.
-
Tracking Station hotkeys
Artorp replied to LtKraftKrackers's topic in KSP1 Suggestions & Development Discussion
Just FYI, you can set the amount of debris to 0 in the options, load up your save and they should all be gone. But shortcuts would be nice, I agree. Then just put the amount back to 250. -
Hi Arrowstar, I love this application! Just now I was around Eeloo with limited fuel and couldn't for the life of me get a sensible trajectory home to Kerbin. However, with KSPTOT I got precise numbers which got me a direct approach, just had to adjust it by a few seconds. Then there's the maneuver execution assistant, flyby maneuver and other goodies. I still haven't wrapped my head around all the settings and math but wanted to thank you for maintaining this peace of software.
- 4,935 replies
-
- ksptot
- mission planning
- (and 3 more)
-
Hi guys. Most of us can relate to this: You do a lot of science in an area, or you do a stressful landing, and are now on your way home. And then something happens and you need to resort to an older save. Maybe you timewarped through the core of Kerbin? Maybe Kraken ate you? And when's the last time you saved? If you usually don't rely on the quicksave function it can be quite a while ago. Or maybe you're new to the game and haven't used it yet. And if you do decide to quickload the helpful autosave function will kick in and save at first opportunity. My proposal to save a lot of headache and frustration is to keep a few of the older persistent.sfs around. Before it overwrites persistent.sfs have it rename the older one to persistent.sfs2, and if that file exist rename that to persistent.sfs3. Two or three backups should be enough. To illustrate this, this is what the save folder looks like now: Ships Subassemblies persistent.sfs quicksave.sfs With an automated backup system it would look like this: Ships Subassemblies persistent.sfs persistent.sfs2 persistent.sfs3 quicksave.sfs I know many of you value the way KSP rewards good planning and punishes bad plays, I do too! You sent an unmanned ship to Duna without power generation? Sucks to be you. You sent a ship to Moho but used too much ∆V during the insertion? Better send a rescue party or plan another way home. My suggestion won't counteract that but rather serve as a much needed last resort safety net when you do sit there and wonder if your last two hours of gameplay truly is lost. As a sidenote, if anyone knows of a mod or even a third party program that does something similar without cluttering up the savefolder I'd love to hear about it.
-
I checked the console and it spat out this error: [EXC 13:05:33.422] FormatException: Input string was not in the correct format After a bit of googling I found what was wrong, "node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2.0" the last number is an integer and not a floating point value. After I changed it to "node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2" everything worked flawlessly. Thanks for pointing me in the right direction! This small error drove me mad, I'm glad it was easily corrected. http://i.imgur.com/RZRn0ue.png
-
Hey guys! I've got some previous experience with 3d modeling and wanted to make custom parts for this game. I've already ported one part successfully, but now I'm running into some strange problem when I tried to port another. Basically, whenever I add my part to the GameData folder the game fails to load any part, all active flights are wiped, etc etc. This is how the VAB looks like: http://i.imgur.com/6SWIhxs.png If I remove the part everything goes back to normal. Here's the part.cfg if that can give any pointers of what went wrong: PART { // Kerbal Space Program - Part CFG file // Icarus Heat Shield - Inspired by Sunshine, this part will act as a large heat shield for low Kerbol orbit missions // --- general parameters --- name = heatshieldIcarus module = Part author = Artorp // --- asset parameters --- mesh = model.mu scale = 1 // --- node definitions --- node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2.0 // --- editor parameters --- cost = 450 category = Utility subcategory = 0 title = Icarus Heat Shield manufacturer = Artorp's Production Facility Inc. description = Inspired by the movie Sunshine brave kerbals wanted their own large heat shield for dangerous missions to low Kerbol orbit. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 5.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 0.2 crashTolerance = 50 maxTemp = 3500 } The model I'm trying to export: http://i.imgur.com/xhkmGjQ.png http://i.imgur.com/2rSZOLh.png Any ideas of what may be causing this error?