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Silpion

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  1. How does this work? I just sent a craft with 2 labs to Bop, and no data ever goes into one of the labs. Both are staffed with two scientists each. Whenever I click the yellow button to send data to the labs, it only goes to one of them. Also, weirdly, the data stays in its original instrument, and I'm presented with the science pop-up a second time. Clicking the yellow button again brings up an error that the science was already sent to the lab, but I can still transmit the data. The second lab just sits there idle, with no data and some hungry kerbals.
  2. That's it, thanks. I had to add so many mods to make this work it was hard to tell what is doing what and what has changed since I last used some of these!
  3. I have an issue to report and a question. Issue: the HECS and Octo-based probe cores seem to change size between what they are in the VAB and when I load a save out in space. The HECS shrinks and the Octo grows. Question: I'm trying to land a probe on Duna but my parachute never deploys. I get a warning that the altitude is too high. Do you know which mod is doing this and how I can fix it? I tried looking into whether it was FAR, DRE, Real Chutes, or RP-0, but can't find anything conclusive. Edit: I was able to get the parachute to deploy by manually editing the part's deployment paramters in the save file. I guess the broader question is why I'm unable to edit the deployment parameters in the VAB like I can in stock KSP.
  4. Hey that's it, thanks. That page seems to be disconnected from the main manual page, looks like a broken link.
  5. Question which has probably been answered, but I can't find the answer in the manual or by searching: Is the maximum range of a link between an omni antenna and a dish longer than the bare omni range, due to some gain effect? If so, how does one calculate that? I'm playing in RP-0 and my lander's Communotron-16 with a range of 4 Mm is successfully talking to a comsat's Comms DTS-M1 at a range of 4.5 Mm.
  6. Well that's strange, because last night I had an equatorial sun orbit contract and it just wouldn't complete. I was better than 0.1% in all parameters other than LAN, and I had to open up the save file to find out what my craft's LAN was. I used my RCS thrusters to puff it into place (didn't take much, my inclination was like 0.001 or something), and then the contract completed.
  7. A suggestion to fix the over-sensitivity to LAN in equatorial orbits: Rather than testing if the craft's LAN is within x% of the target orbit, test whether it is within something like 90*(cos(2*target_inc)+1)+180*x%. What this does: When the target is an equatorial orbit, retorgrade or prograde, then the expression is just over 180 degrees, meaning you can be at any LAN. When the target is a polar orbit, the expression is 180*x%, which I assume is your current test. The expression smoothly transitions between the two like a cosine curve (graphed for 7% as an example). These make sense because in an equatorial orbit the LAN is irrelevant, and in a polar orbit it is critical. I'm not certain whether this is the optimal expression, but I do think it's a pretty good one and much better than doing the basic direct comparison. Edit, more info on that expression: If the margin of error (x) is 3%, then my test would allow any LAN if the target inclination is < 10 deg or > 170 deg, and if 7% then < 15.5 deg, > 164.7 deg Edit2: Actually maybe we want the restriction to kick in a bit quicker than that cosine allows. You can use higher powers of the cos + 1 term and rescale to make it sharper.
  8. I'm getting the "crashed into launch pad" bug on every single flight in which I'm using SP+ parts, whenever I leave a craft in orbit, switch to another craft, time warp, and then switch back to the SP+ craft. It either explodes immediately upon physics load, or (once) just a few seconds before I touched down on the runway after deorbiting. My only mods are KER, FinePrint, SP+, and the Firespitter DLL. I tried updating the Firespitter DLL myself to the latest version and there was no difference. Any ideas? The only other time I've seen this error is in RSS games, when the high time warp factors were used.
  9. I'm using just the 6.4x scaling v5 with RSS 6.2 and NEAR, to give 0.24 career mode suitable difficulty. However all the launch sites are at the wrong altitudes, either hovering in the air or underground. Did 0.24 break this somehow?
  10. There's still an RCS issue. When I turn off capsule torque, it is unable to roll, and any x or y translation is lost when the opposite thrusters fire to null the rotation.
  11. Another thing that's strange to me is the number of up-pointed thrusters. V1 had one in each quad plus the two spares, for 6/18 thrusters. V2 has one in each triplet, plus the one on the opposite side of each nacelle, plus the two up top, for 10/18 thrusters. This leaves only 8 to point other directions, down from 12. Maybe they wanted the extra axial redundancy for safety purposes, and then the weird angles for the other 8 is for some kind of non-obvious control scheme that can make do with fewer thrusters. Maybe there are some combinations of thrusters that give zero net impulse and rotate it along unusual axes. It still seems like sideways translation would be an issue, particularly on docking approach. Maybe that's what the two on top are for, because they don't look like they're pointing straight up, but out a bit so the exhaust would miss the station.
  12. So now that you're configuring the RCS... Do you understand how it's supposed to work? It looks to me like the roll/sideways translation thrusters will push the Dragon up and that some of the up-facing engines will have to fire just to counteract that. I can't figure out why they chose to do it this way.
  13. Another possible error: Venera 1 in the game is 1.4 t, but in reality it was 0.643 t. Maybe the error is because it's about 1.4 thousand pounds? My Molinya replica couldn't heave it to Venus It'll have to be lighter to carry the necessary dish (edit: ) and fuel for course corrections, so maybe make it like 0.3-4 t?
  14. Possible bug: Is Sputnik 2 supposed to lack SAS? All the other early probes have it. Made launch somewhat challenging.
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