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A simple button that allows the deletion of all existing debris would be a welcome QoL addition. Additionally, I'd suggest enabling the ability to delete debris/crafts from the list on the left by hovering over the list item, pressing Delete key and allowing to confirm by pressing Enter, streamlining the process of manual deletion in a *cheff kiss* manner
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The circumference and gravity values shown in the tracking station (under Physical Characteristics) appears to be incorrect. Should be 9.8 m/s for gravity and 3.6 Million meters for circumference.
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If I launch a vessel with multiple sub-probes/relay satellites, I’d like to rename them to Relay 01, Relay 02, Relay 03 etc., or an LKO station has its name from VAB/launch, until something docks to it, then it has a generic name + (combined). I see/use the ‘pencil’ icon to enter a renaming mode, give it a name, hit Enter/pencil again, and it usually renamed itself for a while, or sometimes you’ll find you’ve just renamed the KSC instead, despite having Focus on your probe/station. Leaving Tracking Station and/or moving to control a vessel usually causes all vessels to revert to their previous names. I observed this behaviour in Launch version and Patch One (0.1.0.x and 0.1.1.x). Win 10 5900X, 48 GB DDR4 ASUS TUF 3080 10GB GDDR6X
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Two of my vessels have an unknown status/trajectory, even though its clear where they are/going
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In the picture there is 3 vessels. 1 rover, 1 satellite and 1 pod with a kerbal in it. They all look the same in the orbital view because they have the same icon, in KSP1 there was many icons this was very useful in organizing stuff. Also if I clear the filters the entire list disappears but... everything still shows in the orbit view. I can see myself playing this for 30 days... 2 ships per day... and the orbital view is a big mess. The list does not recognize different types of stuff like rovers, space stations, probes, satellites, ... and I think this is important for any KSP player. As for icon bar at the top (KSP1) vs the text list (KSP2)... Our brains can process that icon bar in a fraction of a second, what is on or off, is very simple and effective. The text list not as easy not even in alphabetical order and I think the list will increase with all the landers, stations, pods, .... just does not work for me. btw: debris delete bug... many posts about it... skip
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I have on tracking station map indestructible debris, and I can't focus on it too. After I choose to destroy it, it is still in objects list and I didn't found any way to get rid of it
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This has happened to me every time I load a save and go to the tracking center. I had Kerbals launched from the Mun surface when I tried to rescue them. It only seems to happen when the Target is not in focus and only when controlling something else or being at KSC
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I'm having a problem with a career mode game. This is my first career game! I got some contracts that ask me to put a satellite into orbit but don't specify altitude. When I go to the Track Station or Map View on a flight and hover the mouse over the orbit drawn on the map (Ap/Pe), the game doesn't show anything, it just throws a NullPointerException! I'm testing this without any mod! I think that maybe is related to the stock alarm because of this: [EXC 00:21:29.156] NullReferenceException: Object reference not set to an instance of an object AlarmTypePeriapsis.ShowAlarmMapObject (MapObject mapObject) (at <a5c262f7fe724eb9918d4487db8b635e>:0) AlarmClockScenario.ShowAlarmMapButton (MapObject mapObject) (at <a5c262f7fe724eb9918d4487db8b635e>:0) KSP.UI.Screens.Mapview.MapNode.OnPointerEnter (UnityEngine.EventSystems.PointerEventData eventData) (at <a5c262f7fe724eb9918d4487db8b635e>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerEnterHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <9f35cb25d6a4409c8c02e911403f3f7f>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <9f35cb25d6a4409c8c02e911403f3f7f>:0) UnityEngine.EventSystems.EventSystem:Update() The game throws this every time I hover over the drawn orbit! Does anyone else have this problem? Thanks.: KSP.log: https://www.dropbox.com/s/t4zzx2sw1rl3nz8/KSP(Orbit).log?dl=0 Player.log: https://www.dropbox.com/s/c3hukab9awo7iov/Player(Orbit).log?dl=0
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EDIT: This is actually already possible. Though it is a bit hidden. I would very much appreciate if I could change the type of a vessel (debris, probe, ship, station, etc.) from the tacking station, instead of just from a vessels control module. The problem I encountered is that I sometimes get uncontrollable debris (decouplers and stuff) labeled as a probe (for some reason). I cannot re-label them as they don't have control modules, meaning that they will crowd up my map screen, unless I disable visibility of ALL probes. And I thought to myself: What's wrong with allowing renaming and re-labeling of vessels from the tracking station (or map screen for that matter)? Isn't it the guys at mission control, who decide, what a spacecraft is called and what it's classified as? Why does the craft itself need to have some specific part in order to allow them to call it by a different name?
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Hello, I have placed a lot of relay networks around the Kerbin system but I would like to move them all above my current missions in the tracking station instead of the sporadic placement of them in between my other missions (e.g. my space station). Is that possible?
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So I got my first real asteroid mission; put a class A asteroid in orbit of minmus. I have about 100 asteroids currently being tracked, both from the tracking station and from a Sentinel so i thought i could just pick a nearby one and go after it. The problem is that I dont know how to tell what 'class' they are from the tracking station. I have done some googling to try and find an answer but no-one else seems to have the same problem, which makes me think I'm just being an idiot. If some kind soul could point me in the right direction it would be most appreciated.
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I don't know you but each time I have to launch into a specific orbit inclination for contract mission, going to Minmus .... I am facing the problem of when will the ascending or descending node will past over the KSC to permit a clean direct orbit inclination without modification once in orbit. I asking you if there is a way to do that in the stock game or if a mod allow you to know that and if it is not ,if it is possible .
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Hey all, After getting back into KSP recently and going nuts launching ships left and right in career mode I soon found myself desperate for a way to quickly pick out the ships in the Tracking Station that needed my attention next. I saw a couple of other users requesting this feature over the years and some disappointment when the latest update didn't have it. So I decided to try my hand at an add on. Here it is. It's a little thing, but it saves me some sanity, of which I have little to spare. I hope some of you will find it useful! ManeuverQueue ManeuverQueue is an add on that allows you to sort and filter objects displayed in the Tracking Station list. It was developed and tested against KSP v1.1.3 and v1.2 Installation Github: https://github.com/FatHand/ManeuverQueue/releases Curse: https://kerbal.curseforge.com/projects/ksp-maneuverqueue Make sure to get the correct archive for your version of KSP (1.1.3 or 1.2) add the contents of the archive to your KSP GameData folder. Usage When the add on is installed you will see a small toolbar at the top left of the Tracking Station. Switching modes will sort and filter the list in the tracking station. MET - Shows the default Tracking Station list MNV - Shows only those ships with maneuvers nodes - Sorts ships by next maneuver node time, earliest first - Ships with maneuver node times in the past will appear at the top of the list - A ship is only listed once even if it has multiple maneuver nodes - Color coding - Yellow - Two ships' next maneuver nodes are less than 15m apart - A ship's next maneuver node is less than 15m away - Red - The ship's next maneuver node is in the past A-Z - Shows the default list, sorted alphabetically Time Warp - Time warp will slow to 1x when a maneuver node is 15m away. Very high speed warps can lag up to a few minutes when slowing Vessel Type Filters - Switching to MNV mode will unset all vessel type filters. Returning to MET or A-Z mode will restore filters set in those modes. Known Issues - Linux is not supported - Certain tracking station operations such as untracking an object, terminating a vessel, or switching vessel filters causes the list to flicker momentarily Changes in this version - Fixes an issue that caused the list to reset to MNV when terminating a vessel
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Hy guys ! First off I would like to give a big shout-out to all you fine people on this forum. I started playing KSP about 4 hours a day, after work, for about a month now. It has been a amazing experience enhanced only by you guys since any problem I bumped into has always been solved reading something somewhere on this forum. Until now... maybe I don't type in the right words in search or I don't know but it's the first time I have a problem and did not find a solution here so... to enhance the Kerbal database of knowledge, I made this post! To get right into it, I have flown manned missions to the moon and back and right after I decided to setup my satellite network. Said and done, launched my first satellite, got it into polar orbit, extended everything and started all the scaners, transmited all the science and then clicked "return to space station", leaving my satellite functioning in orbit with lots of power and a engine and fuel that was never ignited since I didint need it to get to orbit (thought i would keep it in orbit as a relay situation. Once back to the space station I realised I have the same amount of money and science that I had before launching the mission. I suspected something so I went over to the Tracking Station and guess what...no satellite anywhere. Thought it could be a bug, restarted the game, did everything again and.... again when I get back to space center nothing is chenged, it's like it doesn't save my progress once I click "back to space center" Has anyone encountered this or could anyone help me out please? I love this game and all its potential but if I can't have multiple flights running at the same time I'm just gonna have to quit....and I don't want that. Thank you for the read and effort in advance! Alex
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At first I thought it was my imagination, but it has now happened twice. I have a long-duration unmanned space probe on an interplanetary trajectory (inwards, towards EVE) that simply disappeared! It doesn't appear anymore on the Interplenatary Map view, nor as an object listed in the Tracking Station (which is now fully upgraded in my career). The vehicle was a "Sentinal Class" space probe that I launched to fulfill one of my career mode missions - in this case to track/map asteriods. It was a pretty basic interplanetary probe, though equipped with one of those large "Sentinal" camera/scanners. I was so concentrated on doing my first "kerballed" Duna flight I didn't notice exactly when it happened. So last night I relaunched my "Sentinal" mission, and had successfully sent it on an escape trajectory from Kerbal. But, after switching to map mode and back to tracking station - this second Sentinal was also gone! What's going on? Is there a maximum number of objects that perhaps I exceeded? Or is this some sort of bug/glitch in the Tracking Station mode? I cleared out a few of my "debris" objects and will now re-launch a third mission. But if there is some maximum count limit I should avoid, it would be good to know this. Fortunately, the lost probes are un-manned. It would be a shame to lose an actual crew this way!
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I have a whole big thing I wrote but lost to a cookie bug, so I'll summarize: Suggestion #1: Please rework the contract weighting algorithm to be a matrix of contract types on one axis, and contract locations on the other with the weighting in the cells (not simply contract types as I believe it is now). It would make the game a lot more enjoyably playable if I could keep cancelling "build a station orbiting the Sun" contracts and have fewer of them show up, but still get the same number of "build a station orbiting the Mun" contracts (I also like shuttling passengers back and forth to Kerbin orbit and the Mun, even though they pay less than, say, Duna passenger missions, and I don't like that where I send my passengers at best totally random, and at worst determined semi-randomly by my reputation requiring that I sacrifice reputation to get contract locations I want). Suggestion #1.5: An alternative to #1, or perhaps in addition to it, would be giving players the ability to write their own contracts, but then have a random chance (depending on reputation and/or number of successfully completed missions there already) that a company will offer to fund the job. Either way both ideas #1 and #1.5 are so players aren't railroaded into doing missions they don't necessarily want (in particular because of where they are) or else forced to lose reputation by cancelling contracts left-and-right until the random generator happens upon the rare one they actually want. I love contracts, and I do like some randomness, but I still want a little more input into the contract selection/generation process than I'm currently allowed, and I think changing the weighting type-list into a weighted type-location-matrix would be a huge improvement to me and other players. Suggestion #2: Please add more filters to the Tracking Station, specifically celestial body filters (I assume this would be relatively easy to implement since most of the code presumably already exists for filtering and adding new filters, the new celestial body ones though would just use a "getSOI()" method instead of a "getVesselType()" method to make their selections). I love the filters that are already there, I think their functionality and what they do is absolutely perfect, I just want the additional ability to filter out missions I have idling on/around, say for example, the Mun so they're not cluttering up my Vessel list when I'm in the middle of doing a bunch of maneuvering for a colonization flotilla during Jool-orbit insertion. Thank you Squad and Devs for all your awesome work to make Kerbal, quite possibly my favorite game, a reality and your continued dedication, effort, and community engagement. I think these suggestions would hopefully be easy to implement, and that they would definitely have a large and positive impact on the player experience. Keep up the phenomenal work and I'll keep my fingers crossed that these suggestions are both easy enough to make and good enough for players that I might see them in a future version.
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So, if you're wondering how those tracking stations look like. I'm going to assume they're all the same. This is Harvester Massif. It surely is massive! Look carefully. (Here's the enlargement on imgur). That white speck, just below the right-most leg... That's Jeb. The dish rotates as well. Pretty cool, and worth a visit!
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Good day! I continue in my efforts to achieve an asteroid mission. Now I launch a probe to attach with the asteroid. The probe is on kerbin's orbit waiting for the right time to leave the orbital influence of the planet. I accelerate time Inside the Tracking Station to let pass some days, when the asteroid is in the right position, I set the time acceleration to 1x. Then I cannot go out of the Tracking Station neither fly the probe or any other spacecraft.
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I really like using the categories in the tracking station to find rovers, landers, bases, debris and so on. What I miss in this list is a tag for historical sites. I don't want to terminate my first Mun lander, but I also don't want it in 'landers' or 'bases' (because it is no longer active). At the moment I rename all vessels that have served their purpose to 'history-vesselname', but a separate category would be nice. Thanks for this excellent game.
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Hey guys! Do you know that awesome thing you did, where a timer to the next maneuver node flashes on the tracking station, switching from MET to MNV? Could the same be made for encounters? If a probe has both an encounter and a maneuver in its path, only the nearest one is shown, so every probe shows as either "MET", "MET/MNV" or "MET/ENC", rather than cycling through all of them.
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Hello everyone, Whitecat here with a question about drawing and rendering lines in the tracking station. Basically for my Orbital Decay modification I am beginning to implement n-body simulation, the actual simulation and orbit movements are fine, however such movements are 'forbidden' by the tracking station conics system. e.g, An orbit must ellipsoidal under all circumstances forever... Similarly during timewarp the whole affair gets horrifically messy and would make any sort of space rendezvous beyond 1/2 Hill Sphere radii impossible. However I have a found a solution to this by removing the stock conic rendering for a certain vessel and creating a stepped prediction for the orbit shape and size at various points using position vectors across a period of time. Creating a 'line of best fit path between them. Alas during implementation of this an exception is thrown, Personally I have no experience of any line rendering past creating a GUI, so I have been following the code of Remote Tech's line drawing as a guide. If anyone could shed light on any issues with the code below I would be very grateful! foreach (Orbit orbit in FutureRenderOrbits) { Vector3 PositionAtStart = orbit.getTruePositionAtUT(time + (TimeSnapshots * FutureRenderOrbits.IndexOf(orbit))); Vector3 PositionAt1stDegree = orbit.getTruePositionAtUT(time + (TimeSnapshots * (FutureRenderOrbits.IndexOf(orbit) + (1.0 / 6.0)))); Vector3 PositionAt2ndDegree = orbit.getTruePositionAtUT(time + (TimeSnapshots * (FutureRenderOrbits.IndexOf(orbit) + (2.0 / 6.0)))); Vector3 PositionAt3rdDegree = orbit.getTruePositionAtUT(time + (TimeSnapshots * (FutureRenderOrbits.IndexOf(orbit) + (3.0 / 6.0)))); Vector3 PositionAt4thDegree = orbit.getTruePositionAtUT(time + (TimeSnapshots * (FutureRenderOrbits.IndexOf(orbit) + (4.0 / 6.0)))); Vector3 PositionAt5thDegree = orbit.getTruePositionAtUT(time + (TimeSnapshots * (FutureRenderOrbits.IndexOf(orbit) + (5.0 / 6.0)))); Vector3 PositionAtEnd = orbit.getTruePositionAtUT(time + (TimeSnapshots * (FutureRenderOrbits.IndexOf(orbit) + 1))); MeshRenderer OrbitBezierRenderer= new MeshRenderer(); MeshFilter OrbitBezierFilter = new MeshFilter(); GameObject OrbitBezier = new GameObject("OrbitBezierLine"); if (gameObject.GetComponent<MeshRenderer>() == null) { OrbitBezierRenderer = gameObject.AddComponent<MeshRenderer>(); } if (gameObject.GetComponent<MeshFilter>() == null) { OrbitBezierFilter = gameObject.AddComponent<MeshFilter>(); } OrbitBezierFilter.mesh = new Mesh(); OrbitBezierFilter.mesh.name = "OrbitBezierLine"; OrbitBezierFilter.mesh.vertices = new Vector3[5]; OrbitBezierFilter.mesh.uv = new Vector2[5] { new Vector2(0, 1), new Vector2(0,1), new Vector2(0, 0), new Vector2(1, 1), new Vector2(1, 0) }; OrbitBezierFilter.mesh.SetIndices(new int[] { 0, 2, 1, 2, 3, 1 }, MeshTopology.Triangles, 0); OrbitBezierFilter.mesh.colors = Enumerable.Repeat(Color.red, 5).ToArray(); lineMaterial = MapView.fetch.orbitLinesMaterial; OrbitBezierRenderer.material = lineMaterial; Vector3[] Points2D = new Vector3[4]; Vector3[] Points3D = new Vector3[5]; float LineWidth = 1.0f; var camera = PlanetariumCamera.Camera; var start = camera.WorldToScreenPoint(ScaledSpace.LocalToScaledSpace(PositionAtStart)); var end = camera.WorldToScreenPoint(ScaledSpace.LocalToScaledSpace(PositionAtEnd)); var segment = new Vector3(end.y - start.y, start.x - end.x, 0).normalized * (LineWidth / 2); if (!MapView.Draw3DLines) { var dist = Screen.height / 2 + 0.01f; start.z = start.z >= 0.15f ? dist : -dist; end.z = end.z >= 0.15f ? dist : -dist; } OrbitBezier.layer = 31; Points3D[0] = camera.ScreenToWorldPoint(PositionAt1stDegree); Points3D[1] = camera.ScreenToWorldPoint(PositionAt2ndDegree); Points3D[2] = camera.ScreenToWorldPoint(PositionAt3rdDegree); Points3D[3] = camera.ScreenToWorldPoint(PositionAt4thDegree); Points3D[4] = camera.ScreenToWorldPoint(PositionAt5thDegree); OrbitBezierFilter.mesh.vertices = MapView.Draw3DLines ? Points3D : Points2D; OrbitBezierFilter.mesh.RecalculateBounds(); OrbitBezierFilter.mesh.MarkDynamic(); Please note: Only 6 degrees of Position vectors during a time interval are being shown here, in reality during a high (1000x time warp) around 50 position vectors will be necessary to ensure accuracy of the tracing. The intention of the code is to draw a 'dot to dot' between the position vectors at the start and end of an orbit snapshot (since the orbit will be changed regularly due to n-body perturbation), using the PositionAtNthDegree vectors to provide vertex points to 'beziate' the line to the correct (accurate) orbital curvature. Feedback on how to make the above code actually render a line or two, or even a better method of drawing bezier curves in the Planetarium view would be greatly appreciated! Thanks for your time! Whitecat106
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What about including an interplanetary travel calculator in the tracking station so as to be able to plan such travels, without any external help? Personally I am using a web site to plan my interplanetary travels and I think it would be great to do this directly in the game, from the Kerbal Space Center.
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Windows 10, 8Gb ram, Steam latest 64bit version of KSP. R9 280X, Intel 4690k. Is anyone having issues with the Space Center Tracking? Sometimes I go into the tracking station and there is nothing there, but I shut the game, restart, and everything comes back? Then, I get into a ship, and want to select another ship as target, and again, nothing is selectable. Doing a rendezvous isn't possible, as I can't select any other target ship. Space Station One is NOT a vessel I have created. This happened in unmodded and my modded install.
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It seems like the latest version of 1.1.2, and the latest version of MechJeb just can't seem to get along. I lobbed up two spacecraft, got them to orbit all nice and dandy, but when I select spacecraft 'B' for the rendevous command in MechJeb, it does not register at ll in Mechjeb, even though Spaceship 'B' is selected (I can unselect, and then select again, to no avail). Brand new games or saved games both act the same way. Also, if I try to do any other commands in MechJeb that requires a selected target (ship), nothing works. Sigh, 1.1.2 seems to have borked my KSP playtime for now. Cheers, Gaultesian.
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