Rayder
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Everything posted by Rayder
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Placing satellites in a geostationary orbit
Rayder replied to KenwoodFox's topic in KSP1 Gameplay Questions and Tutorials
It's interesting that you mention this. I also used standard formulas and used the information from the wiki to do these calculations, but I found the numbers were inaccurate when applying them ingame; this was using on rails physics, by the way. After that I set out to determine the SMA manually and that's how I came up with 3463334.05948876. This led me to believe that some information on the wiki possibly isn't as accurate as it could be. Another interesting fact: The other day I discovered that Ike isn't perfectly synchronous or tidally locked. The minute differences in the sidereal rotation periods and Ike's SMA mean that over long periods of time Ike will drift around its orbit. I discovered this when I was testing the geosynchronous orbit around Duna and Ike sneakily came up behind my satellite and ejected it. -
Placing satellites in a geostationary orbit
Rayder replied to KenwoodFox's topic in KSP1 Gameplay Questions and Tutorials
@diomedea Interesting thing is that the savefile can actually go one more decimal place, using 16 digits. Problem is MS excel only works with 15. I decided that the ability to use the number in formulas far outweighed the slight inaccuracy of 8 decimal places instead of 9 But you're more than welcome to prove my number wrong haha! I did it to improve the accuracy of my formulas more than anything. Having a perfectly stationary orbit for 300,000 years was just a bonus... EDIT: My testing indicates that SMA = 3463334.05915771 has a few seconds drift after about ten years. Do you find this is the case as well? -
Placing satellites in a geostationary orbit
Rayder replied to KenwoodFox's topic in KSP1 Gameplay Questions and Tutorials
The errors in plotting your orbital data are too inaccurate to be in a completely stable geostationary orbit. Even KER's readouts aren't accurate enough for extremely long-term stability. Having said that, if you're willing to use hyperedit or edit your savefile, then set this as your craft's SMA: 3463334.05948876 As long as you don't reload your vessel, that SMA will keep your craft in a stationary orbit far, far longer than you care to be playing the game. Think hundreds of thousands of years... If you'd like to position your satellite over a specific area of Kerbin, then change the LPE to something other than zero. If you want to be directly overhead of KSC, then set this as your LPE: 15.4244444444444 EDIT: You'll also want to set all other values to zero: ECC, INC, LAN, MNA, EPH. -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Rayder replied to Galileo's topic in KSP1 Mod Releases
This did indeed fix the black line. Thank you very much!- 1,019 replies
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- kopernicus
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fix the runway please!
Rayder replied to yog-sothoth's topic in KSP1 Suggestions & Development Discussion
The runway is actually about 90.4 degrees, so yes it's a bit off. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rayder replied to Nertea's topic in KSP1 Mod Releases
If you look back a few pages I actually posted here with the same problem. I thought the mod was broken or something. Eventually I found that out myself haha. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rayder replied to Nertea's topic in KSP1 Mod Releases
I had this problem as well, but I'm not sure it's the problem you're having. You have to first activate the engine via staging; just using the tweakable menu doesn't work. -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Rayder replied to Galileo's topic in KSP1 Mod Releases
Is there a quick fix for Jool's texture? There's a small seam going from pole to pole, kind of like the texture is just a tad too small; looks like a black line. I'm using the high resolution textures.- 1,019 replies
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- kopernicus
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Rayder replied to Nertea's topic in KSP1 Mod Releases
I've recently been having this problem also, but I don't believe it's due to mass. I've created a plane that gets into orbit quite easily with a cargo bay. If I swap it out for the crew cabin (making the plane lighter, by the way) the plane refuses to go supersonic, even in a dive. There definitely seems to be an issue with the crew cabin regarding drag. -
Asteroid Mining drills overheating in 1.2.2
Rayder replied to Tyko's topic in KSP1 Technical Support (PC, unmodded installs)
I too had this problem, and I suspect the second occurrence of UseSpecialistBonus actually overwrites the first one. So only changing the 2nd one to false should be fine. An alternative is altering it with ModuleManager. If you're a perfectionist you can replace the whole module: I also suspect this may be happening with the ISRU as well, but I'm not 100% on that yet. -
This worked, and a little better than I'd hoped actually. Initially I added the flag onto my existing code but then I realised I can remove all of it, and just look for the tag. This also reduced the number of total edits I had to make; from about 40 down to 3: This had the somewhat predicted side effect of removing Ore as well, but that's easily worked around. That is, unless I make the module excessively complicated with lots of filters. But now this code works. Thanks @blowfish
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Is there a way of disabling config files by pathname, filename, or otherwise? I'm trying to edit some values in a CRP config but it's proving rather tricky. I can't delete the module and establish a new one in the one file, and it seems using :FINAL doesn't work. An example of what I'm trying to do is shown here: The reason why this doesn't work? I'm unsure. This config successfully deletes the Oxygen resource from Kerbin, but it doesn't add it back in. It theoretically works, as the code to add in Oxygen is almost identical to the CRP config. My theory is that my first line actually deletes my own config below it. But regardless, my PLANETARY_RESOURCE just doesn't work. I've tried a few different tricks including :FINAL, but I suspect that isn't designed for this purpose. What does work is this: Now here is my problem. CRP adds a different number of configs for different planets for different resources. As it stands, it seems I have to modify the ones I know I'll be using and then delete the rest. It's a rather tedious process, especially if there's a resource I'd previously removed and want to add back in and it doesn't make for a clean .cfg file. If I can just delete it straight up and then specify my own module that would make things much simpler. Is there a way of achieving this, short of deleting the actual config inside the CRP folder?
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
Rayder replied to Nertea's topic in KSP1 Mod Releases
That would be amazing, especially with the Emancipator from Kerbal Atomics. Dumping that 18,000 residual heat is really tricky without melting the part its attached to. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rayder replied to Nertea's topic in KSP1 Mod Releases
No problem. I only asked so that I can try and help you and I understand where the problem is. But strangely, if you copy over the settings exactly from the stock NTR it should work... Indeed. In it's original configuration, Kerbal Atomics are just extra NTRs which behave in a similar way to the Nerv. The config makes the KA engines "fancy" if NF Electrical is also installed. If you are indeed copying the .cfg exactly from KerbalAtomicsNFE.cfg, make sure you remove :AFTER[KerbalAtomics] from the module. That section could potentially make Kerbal Atomics a requirement, for the config to actually do anything. This might explain why your patch doesn't work without KA. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rayder replied to Nertea's topic in KSP1 Mod Releases
@steve_v could you by chance take a screenshot of what you are describing? The engines are designed to disspiate excess heat; that is, when the reactor reaches operating temperature, it stops increasing. If you start the reactor with zero exhaust, it will overheat. The exhaust behaves as a "pseudo-radiator". Example: The Liberator NTR has a nominal temp of 6000, critical temp of 7000, and maximum of 8000. Similar to a normal NFE reactor, when you activate it, the core heats up until it reaches nominal temperature. From here, if there is adequate cooling, the reactor will stay at 6000. If not, it will climb and overheat. As for the Liberator, the exhaust acts as a radiator and dissipates the excess heat above 6000. As for your issue, I'm unsure why the reactor would overheat if you are using it in the manner you describe. Have you attempted this with just the stock game, with NFE and Atomics? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Rayder replied to Nils277's topic in KSP1 Mod Releases
I did consider that, but the reason I posted it here was because it was concerning a part that KPBS adds: the K&K Water Purifier Container. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Rayder replied to Nils277's topic in KSP1 Mod Releases
I'm attempting to build a planetary base using TAC Life Support, but I'm running into an issue. I'm not sure the PBS water purifier is working as intended. The purifier says "running at 5%" and never changes, but also doesn't appear to do any changes. I've tried putting 3 of the purifiers on a base holding 3 kerbals and the base still seems to accumulate waste water, and doesn't produce water. I've tried removing all my mods and configs to see if there is a conflict and no dice. Only mods I have installed are TAC, PBS and Hyperedit. EDIT: I've just created a very basic ship with a command pod, solar panel, battery and a purifier; and it works. I'm now unsure why it's working in some circumstances and not in others, so I'll do some testing. EDIT: Okay it seems that the purifier only runs at 5% if an Engineer is not present. It I have an engineer onboard it works perfectly. Is this intended behaviour? I'm testing in Sandbox, by the way. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rayder replied to Nertea's topic in KSP1 Mod Releases
I've not noticed anything particular during my 1.2.2 gameplay. You should be safe. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rayder replied to Nertea's topic in KSP1 Mod Releases
Seems there are a few sections to do this, the first being to specify that you want a mode switcher: Second part is adding in all the modes you have specified. You need to add this section for every EngineID that you specify: This one I just copied from one of the NTRs from the mod. From the looks of it there's no real "quick and dirty" way of just patching it in. You have to effectively write a whole engine for each fuel you want to use. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rayder replied to Nertea's topic in KSP1 Mod Releases
@Nertea I'm having an issue with the Near Future Electrical integration. I've followed the instructions regarding installation in the readme and I'm getting this problem: As you can see, the engine has no data regarding its parameters. The engine also reports zero thrust and ISP when trying to use it. However, the reactor does consume EnrichedUranium and produce DepletedFuel as expected. It also consumes LiquidHydrogen as well. I've had this issue in the past and I've never been entirely sure how to fix it. EDIT: I'm using Kerbal Atomics v0.3.2 and NFT Electrical v0.8.1 ANOTHER EDIT: Okay I seem to have figured out why this is happening. It seems the nuclear rocket MUST be staged in order to activate the reactor. Simply using the tweakable buttons is not enough. -
By my estimates the craft needs at least 20k dV. Very challenging indeed if it must be one launch...
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For #2, press [Tab] to cycle through celestial bodies and vessels when in map mode.