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Virkon

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Everything posted by Virkon

  1. First of all, thanks for the mod! I love how your tanks textures look (much better than stock). Just one issue, the Oscar and cubic tanks are way off balance from stock. For example, your Oscar-C has less fuel than the "smaller" stock Oscar-B tank. You might want to adjust them so they match the 880 Ox/Dry mass ration from stock tanks (and your larger tanks).
  2. I'm using the release version, and there still seems to be a bug with science transmission. I think it happens when my probes change from using the omni antenna to the dish. I can't transmit science anymore (the report disappears but isn't actually sent back to KSC). Going back to the space centre and reloading the vessel solves the issue though.
  3. Thanks for the update! I've been waiting for this mod to delete all the extra parts I don't need. At first glance pretty much everything looks good. Though you might want to look at the monopropellant numbers, the procedural versions are much larger and heavier than stock. There also seems to be a bug with the procedural battery. It requires "scienceTech" to unlock, but I don't think that node exists anymore (or at least it's not in the early career mode). You'll probably want to switch it to basicScience or electrics (the z-100 and z-200 unlock at those nodes, respectively
  4. I'm getting some errors in the delta-v calculations. I installed kerbal engineer and it's giving me the correct delta-v. Mechjeb's expended delta-v is also correct, so if you build a ship, burn all the fuel, and then compare predicted vs spent dv, you get different numbers. However, KER's predicted dv will match mechjeb's spent dv. I think I have a theory of what's causing it. Mechjeb is ignoring the mass of parts marked as "physics insignificant," but I think the new implementation of that in 1.0 only zeroes out their drag and not mass.
  5. Ah yes! That would be the easiest way to do it without RT XF. Thanks for the suggestion!
  6. Few questions here. First of all, I didn't see a donate button. How can I give you guys some gratitude for this awesome mod? Is science transmission working in the latest build (340)? Is the overlap text gone? I already started a game and have a few satellites in orbit. Is there a way (like a debug menu) to turn off the connection requirement so I can activate the antennas on my existing satellites?
  7. It already works in fullscreen without having to change any registry entries. As stated in the original post, my problem is not with OpenGL in fullscreen, but in windowed mode. Forcing OpenGL works just fine when I launch KSP 0.90 in windowed mode with the -popupwindowoption, but KSP 1.0 shows that error window right after launch when I'm launching in windowed mode (with or without "-popupwindow").
  8. I already did that too. I deleted everything in the whole KSP folder (including settings.cfg) before doing a clean install from steam. DX works fine and forced openGL works only in fullscreen (doesn't with windowed or -popupwindow modes). However, I still can't get to run in windowed mode (with -popupwindow) with -force-openGL like I'm able to do with KSP beta.
  9. The error shows up pretty much as soon as I launch KSP, so there's not even time to switch to other windows. My main screen resolution is actually 1920x1200, so that is the correct resolution. My GPU can support 4k resolutions so that not the issue. I did try changing the game to fullscreen. It starts with -force-openGL, but as soon as I change to windowed mode within the game it crashes with the same error window. I like to run it in Window borderless so I would like to keep running it that way like I did with KSP Beta.
  10. I was using -force-opengl with KSP Beta without any issues. Now I get this Window when trying to launch: I also use -popupwindow, but turning that off doesn't help I'm not currently running any mods I tried unstalling and launching a clean install but that didn't work The solution in this thread didn't work I also tried the obvious stuff like restarting and updating drivers. EDIT: I used Steam Beta tab to change my install to "Previous stable release." It launched with -force-OpenGL without any issues. It is definitely an issue with 1.0. EDIT 2: I changed from windowed to fullscreen and removed the "-popupwindow" launch parameter. The game does launch with -force-OpenGL in fullscreen, but it crashes (same error window) as soon as I turn off fullscreen within the game.
  11. I want the time to intercept the target (and maybe the eccentricity of the transfer orbit). I can calculate time quite easily for 2 objects that start at rest with T = 2 * sqrt[ D/A ]. However, when it is two objects orbiting the same body I don't know how to account for their orbital velocities.
  12. I guess there's no "easy" way to solve my problem :/ ... though thanks for that video! It was pretty interesting and still a bit helpful.
  13. Yeah, that's where I got that formula from the original post. But that only works for a straight line with two objects that start at rest relative to each other. I need to apply it to orbits.
  14. People in reddit AskScience were not able to help me with this, but maybe a fellow Kerbonauts more well versed in orbital dynamics can. -- Lets say there is a spacecraft with nigh-unlimited fuel, but its acceleration is limited to 9.81 m/s2 for passenger comfort. The craft is constantly accelerating from the start to the point when it rendezvous and matches speeds with the target. In a scenario where both objects start at rest relative to each other, the vessel would accelerate towards the target for half the trip, turn, and accelerate in the opposite direction until it has reached the target. In this case where the trajectory is just a straight line, I know the travel time can be calculated by: T = 2 * sqrt[ D/A ] Where: T = travel time D = total distance to target A = acceleration However, I have no idea how to calculate this in the context of an orbital transfer. According to what I've read, I think it would be similar to a one-tangent burn, but I'm actually not sure about it, and I don't think I can figure out the math myself. I'm trying to run this in a computer simulation (not Kerbal; but similar), so the equation above is not good enough. I would like to be able to compute not only the transit time but also the elements of the transfer orbit. Assume all orbits are on the same plane. You can also assume the initial and target orbits are both circular if it makes things a lot less complex, but I would like to get a solution that works with eccentric orbits. TL;DR If a Hohmann transfer is thrifty this is "making it rain" with delta-v.
  15. First of all great mod! I've been playing with it since before Squad added their own contract system. However I've ran into an issue. I'm loving doing the historical missions but they stopped popping up in at mission control. Last two I did was launch the Agena docking vehicle and a TIROS satellite launch. What are the requirements for the mission offers to trigger? I couldn't find it in the config files in the mod folder.
  16. I'm looking to make a small modification to the default UI. So far I've only modded parts without much trouble, but I don't even know how to get started with this. Basically I'm just tired of having to subtract the fuel mass from the total part mass to figure out each part's dry mass. So I want to mod the VAB/SPH part tool tips to display dry mass along with the other stats (mass, drag, crash tolerance and Max temp).
  17. First of all great mod! I've been using it for a while but actually ran into an issue today. I was going to use the LF10 Fuel tank for a small probe, but I notice the LF-Ox ratio is way off compared to other tanks (Lf/Ox=1.1429 vs Lf/Ox=0.8182 for others), and it ends up carrying too much LF. Was this intentional or maybe a typo/oversight?
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