OrbitalManeuvers Posted November 2, 2020 Share Posted November 2, 2020 3 hours ago, CAPFlyer said: I've started having issues with instability of the Juno II going through MaxQ From a purely subjective, fly by hand point of view, Juno II is the hardest BDB rocket to control. How funny that maybe Mechjeb agrees! Quote Link to comment Share on other sites More sharing options...
Jso Posted November 2, 2020 Share Posted November 2, 2020 3 hours ago, CAPFlyer said: Thanks for the suggestion. I will try that as well here shortly and see if that changes anything. To kinda help as well, here is a link to a series of images of what happens - https://imgur.com/a/MO7fUGS Changing the Alpha limit doesn't really help. It seems like about the time I pass 25000pa Q there is a sudden alpha and pitch command change. MaxQ is about 28000 - 30000pa. I'm not finding a way with MechJeb to see what its commanding or why this change. Again, any help will be appreciated. I haven't used FAR since we got rid of the soup-o-sphere so I'm not really prepared to diagnose this, but I threw it in to see what happens and yes, it becomes uncontrollable at max q, which was about 35 kPa at mach 1.4 and 8,400 meters. However, the Juno 1st stage tank is filled at 80% by default. If I fill it to 100% I have no issues, and max q is 27.4 kPa at mach 1.5 and 10,500 meters. This is with classic ascent profile which is what you should be using with a Juno II. Set your top of climb so the apoapsis at first stage burnout is about where you want it (a test flight or two will be required). Then turn off the Ap and coast to apoapsis where you fire the 3 solid stages in sequence. With PVG and the settings you're using there it got a little wobbly high up but didn't lose control. But it failed to orbit because PVG doesn't know how to fly a Juno II. I'm in KSP 1.8.1 with JNSQ. Quote Link to comment Share on other sites More sharing options...
CAPFlyer Posted November 2, 2020 Share Posted November 2, 2020 43 minutes ago, Jso said: I haven't used FAR since we got rid of the soup-o-sphere so I'm not really prepared to diagnose this, but I threw it in to see what happens and yes, it becomes uncontrollable at max q, which was about 35 kPa at mach 1.4 and 8,400 meters. However, the Juno 1st stage tank is filled at 80% by default. If I fill it to 100% I have no issues, and max q is 27.4 kPa at mach 1.5 and 10,500 meters. This is with classic ascent profile which is what you should be using with a Juno II. Set your top of climb so the apoapsis at first stage burnout is about where you want it (a test flight or two will be required). Then turn off the Ap and coast to apoapsis where you fire the 3 solid stages in sequence. With PVG and the settings you're using there it got a little wobbly high up but didn't lose control. But it failed to orbit because PVG doesn't know how to fly a Juno II. I'm in KSP 1.8.1 with JNSQ. I do have the tanks filled to 100% on the flight; forgot to mention that. I will try using classic and see what happens. Quote Link to comment Share on other sites More sharing options...
computercat04 Posted November 2, 2020 Share Posted November 2, 2020 I had this warning while loading KSP. https://mega.nz/file/tHAxgCCI#5U4Nwgobb9rIhE7hm1RG9-fyvK10XyeJIqtWNk8cKdo Quote Link to comment Share on other sites More sharing options...
Zorg Posted November 2, 2020 Share Posted November 2, 2020 2 minutes ago, computercat04 said: I had this warning while loading KSP. https://mega.nz/file/tHAxgCCI#5U4Nwgobb9rIhE7hm1RG9-fyvK10XyeJIqtWNk8cKdo that was fixed earlier today Quote Link to comment Share on other sites More sharing options...
computercat04 Posted November 2, 2020 Share Posted November 2, 2020 (edited) On 11/2/2020 at 6:15 PM, Zorg said: that was fixed earlier today Ok. I checked. Edited November 5, 2020 by computercat04 Quote Link to comment Share on other sites More sharing options...
lemon cup Posted November 3, 2020 Share Posted November 3, 2020 (edited) Digging the new ICPS. Still blown away by the detail on all of the Delta IV parts. (Here's a list of the other mods pictured to avoid too many off-topic posts like last time lol) ReDirect for the Orion MPCV Sobol's SLS Part Pack for the Orion stage adapter Textures Unlimited and Magpie Mods for the shiny texture on the capsule. Edited November 3, 2020 by lemon cup Quote Link to comment Share on other sites More sharing options...
Cdodders Posted November 3, 2020 Share Posted November 3, 2020 Big Sneaky Beaky Piccy Dump! Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted November 3, 2020 Share Posted November 3, 2020 I've found a few bugs with Hexagon. Firstly, the solar panels don't appear to generate any electric charge, causing the craft to run out of EC after a few orbits. Secondly, when trying to detach the reentry capsules, they ended up inside the truss section they were detaching from. Thankfully timewarp fixed this. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted November 3, 2020 Share Posted November 3, 2020 2 hours ago, KeaKaka said: Firstly, the solar panels don't appear to generate any electric charge Just tested this by putting a random probe in orbit with the solar panels attached, and they definitely generate EC. What does your PAW say when you right click on the solar panel? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted November 4, 2020 Author Share Posted November 4, 2020 2 hours ago, OrbitalManeuvers said: Just tested this by putting a random probe in orbit with the solar panels attached, and they definitely generate EC. What does your PAW say when you right click on the solar panel? For some reason they generate power edge on. I haven't figured out why. 4 hours ago, KeaKaka said: Secondly, when trying to detach the reentry capsules, they ended up inside the truss section they were detaching from. Thankfully timewarp fixed this. I've received several reports about that myself. I might need @Jso to take a look - as far as I know the nodes are good. Quote Link to comment Share on other sites More sharing options...
Delta dart Posted November 4, 2020 Share Posted November 4, 2020 I made n-mol. The "reactor" is a fairing with a bunch of RTGs inside. It has a fully functioning docking port for resupply craft (or emergency rescue missions). Quote Link to comment Share on other sites More sharing options...
Zorg Posted November 4, 2020 Share Posted November 4, 2020 A couple of small bonus parts, wanted to fill out some of the free space on the DCSS texture sheet so it doesnt go to waste. Dual payload adapters for Delta II and Delta IV/Atlas V These are on Github now The Delta II one is available in two sizes and the lower mount on the larger one is available in 2.5m (to match the Delta IV fairing base) and 1.875m to match Centaur with the optional truss for Atlas V. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted November 4, 2020 Share Posted November 4, 2020 (edited) 1 hour ago, Zorg said: A couple of small bonus parts, wanted to fill out some of the free space on the DCSS texture sheet so it doesnt go to waste. Dual payload adapters for Delta II and Delta IV/Atlas V These are on Github now Are these Kerbal designs or based on real hardware? Edited November 4, 2020 by davidy12 Quote Link to comment Share on other sites More sharing options...
Zorg Posted November 4, 2020 Share Posted November 4, 2020 12 minutes ago, davidy12 said: Are these Kerbal designs or based on real hardware? Its based on real hardware. The bigger one is a common system offered for both Atlas V and Delta IV 5m fairings. I also wanted to do the one for the Delta and Atlas 4m fairings (2.5m fairings in game) but didnt have the texture space. Perhaps together with some other adapter parts in the future. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted November 5, 2020 Share Posted November 5, 2020 asking for a friend, who is me. So I want to mess around with NeptuneCamera. It's my (likely faulty) understanding that I can write a custom cfg that will detect both the BDB camera part and NeptuneCamera, and allow me to add the module and its values. I believe the opening would have to be some FOR or NEEDS or WANTS or THINKSABOUT statement that I have no idea how to write. The inner part with the neptune params, that part I can handle. Does any of this sound close to correct? Is that a difficult statement for someone to plonk out? Idc which BDB camera, I think I just need a small head start and I should be able to figure out what to replace where/when ... if this is even possible in the first place? Please advise. Standing by. N e e d d i s t r a c t i o n Quote Link to comment Share on other sites More sharing options...
Guest Posted November 5, 2020 Share Posted November 5, 2020 Munar recon mission: Selene's Spyglass Quote Link to comment Share on other sites More sharing options...
computercat04 Posted November 5, 2020 Share Posted November 5, 2020 22 minutes ago, Jack Wolfe said: Munar recon mission: Selene's Spyglass Nice Quote Link to comment Share on other sites More sharing options...
Zorg Posted November 5, 2020 Share Posted November 5, 2020 5 hours ago, OrbitalManeuvers said: asking for a friend, who is me. So I want to mess around with NeptuneCamera. It's my (likely faulty) understanding that I can write a custom cfg that will detect both the BDB camera part and NeptuneCamera, and allow me to add the module and its values. I believe the opening would have to be some FOR or NEEDS or WANTS or THINKSABOUT statement that I have no idea how to write. The inner part with the neptune params, that part I can handle. Does any of this sound close to correct? Is that a difficult statement for someone to plonk out? Idc which BDB camera, I think I just need a small head start and I should be able to figure out what to replace where/when ... if this is even possible in the first place? Please advise. Standing by. N e e d d i s t r a c t i o n you want a NEEDS[NeptuneCamera]. Most of the BDB cameras should now have a cameraTransform to target. The new Mariner 10 camera actually has 3 camera transforms; 1 for UV, and 2 for the main cameras for stereo imaging with Neptune. Im not at my PC right now so I cant recall the transform names right now but you can check them using DebugStuff. I'll post it on the github issue though when I have a moment. https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/964 Just as a bit of additional info, FOR should only ever be used by the mod in question as when FOR is declared, MM will consider that the mod exists and every other patch that has a NEEDS for it will activate. This can cause all sorts of havoc as you can imagine. As such FOR Bluedog_DB should only exist in BDB files and FOR NeptuneCamera should only exists in Neptunes files...etc Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted November 5, 2020 Share Posted November 5, 2020 2 hours ago, Zorg said: you want a NEEDS[NeptuneCamera]. OK .. I haven't done that I really don't know the syntax, so no idea where that goes. Here's what I've done so far that doesn't work: Spoiler I have this in a cfg: @PART[bluedog_mariner10_camera] { MODULE { name = ModuleNeptuneCamera cameraTransformName = CameraMain cameraType = FULL_COLOUR cameraFieldOfView = 60 cameraHorizontalResolution = 128 cameraVerticalResolution = 128 cameraHasErrors = True cameraErrorRate = 5 cameraHasNoise = True cameraNoiseMaxStrength = 25 cameraHasCustomNearClipPlane = True cameraCustomNearClipPlane = 0.01 } } "CameraMain" comes from DebugTools and literally guessing among the hundreds of things it was showing. This results in [LOG 00:07:36.799] Applying update CustomConfigs/neptune/@PART[bluedog_mariner10_camera] to Bluedog_DB/Parts/ProbeExpansion/Mariner10/bluedog_mariner10_camera.cfg/PART[bluedog_mariner10_camera] But this clearly isn't right yet. I expect I shouldn't have all those PAW items, and it doesn't actually work in flight, so weeeeee for a first attempt. Quote Link to comment Share on other sites More sharing options...
Zorg Posted November 5, 2020 Share Posted November 5, 2020 (edited) 1 hour ago, OrbitalManeuvers said: OK .. I haven't done that I really don't know the syntax, so no idea where that goes. Here's what I've done so far that doesn't work: Hide contents I have this in a cfg: @PART[bluedog_mariner10_camera] { MODULE { name = ModuleNeptuneCamera cameraTransformName = CameraMain cameraType = FULL_COLOUR cameraFieldOfView = 60 cameraHorizontalResolution = 128 cameraVerticalResolution = 128 cameraHasErrors = True cameraErrorRate = 5 cameraHasNoise = True cameraNoiseMaxStrength = 25 cameraHasCustomNearClipPlane = True cameraCustomNearClipPlane = 0.01 } } "CameraMain" comes from DebugTools and literally guessing among the hundreds of things it was showing. This results in [LOG 00:07:36.799] Applying update CustomConfigs/neptune/@PART[bluedog_mariner10_camera] to Bluedog_DB/Parts/ProbeExpansion/Mariner10/bluedog_mariner10_camera.cfg/PART[bluedog_mariner10_camera] But this clearly isn't right yet. I expect I shouldn't have all those PAW items, and it doesn't actually work in flight, so weeeeee for a first attempt. Yup camera main is incorrect. Thats for the main body of the camera. The correct transforms for camera mods are cameraTransformA, cameraTransformB and UVTransform. The PAW items look correct, I think they will be removed from being visible in the VAB in the future. You could theoretically have 3 separate modules, 2 identical ones for A&B for stereo imaging and then another for UV. Could be a messy PAW though but worth try it out. I did suggest to @Bealeabout giving each module a title so cameras with multiple modules on the same part are easier to handle. I think you can give the main camera some good stats. It was very advanced camera. 832(w) x 700(h) was the real resolution of the vidicon tube, that seems reasonable to me actually for in game since its the highest tech science camera in BDB (excluding spy and observatory parts). Its a far cry from the grainy Lunar Orbiter stuff Edited November 5, 2020 by Zorg Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted November 5, 2020 Share Posted November 5, 2020 1 hour ago, Zorg said: Yup camera main is incorrect. Thats for the main body of the camera. The correct transforms for camera mods are cameraTransformA, cameraTransformB and UVTransform. The PAW items look correct, I think they will be removed from being visible in the VAB in the future. You could theoretically have 3 separate modules, 2 identical ones for A&B for stereo imaging and then another for UV. Could be a messy PAW though but worth try it out. I did suggest to @Bealeabout giving each module a title so cameras with multiple modules on the same part are easier to handle. I think you can give the main camera some good stats. It was very advanced camera. 832(w) x 700(h) was the real resolution of the vidicon tube, that seems reasonable to me actually for in game since its the highest tech science camera in BDB (excluding spy and observatory parts). Its a far cry from the grainy Lunar Orbiter stuff On the subject of this .... is there any possibility of adding official support for neptune camera in B D B in the near future ? Quote Link to comment Share on other sites More sharing options...
Zorg Posted November 5, 2020 Share Posted November 5, 2020 Just now, golkaidakhaana said: On the subject of this .... is there any possibility of adding official support for neptune camera in B D B in the near future ? Well I was going to do it myself eventually when I have the time to do so. If OrbitalManeuvers can figure it out I would be more than happy to include their configs instead and I would really appreciate the saved effort Quote Link to comment Share on other sites More sharing options...
Yuriy Istochnikov Posted November 5, 2020 Share Posted November 5, 2020 20 hours ago, Zorg said: A couple of small bonus parts, wanted to fill out some of the free space on the DCSS texture sheet so it doesnt go to waste. Dual payload adapters for Delta II and Delta IV/Atlas V These are on Github now Will be much appreciated by my munar train Yep. An Atlas E/F With OBA/OSA engines (Called "IRAZÚ" in my game, honoring another volcano and the first satelite of my country), can put (but just barelly) a Lunar Orbiter together a Pioneer 6 with solid engines on a munar transference orbit... Later, i'll post images. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted November 5, 2020 Share Posted November 5, 2020 (edited) @Zorg thank you for the help! Here's my updated findings, which conflict both with my earlier tests and with your suggestions, so let's see where to next... OK, using either cameraTransformA or UVTransform, I get hit by this: Spoiler public void Start() { _cameraGameObject = base.gameObject.GetChild(cameraTransformName); if (_cameraGameObject == null) { Debug.LogFormat("[{0}] Camera game object is missing.", DEBUG_LOG_PREFIX); return; } - using CameraMain, there's no debug spam, and I get images created, but the images are not showing where the camera was pointing, which doesn't surprise me if there's transform confusion. So my config and my results: Spoiler @PART[bluedog_mariner10_camera] { MODULE { name = ModuleNeptuneCamera cameraTransformName = CameraMain cameraType = FULL_COLOUR cameraFieldOfView = 60 cameraHorizontalResolution = 832 cameraVerticalResolution = 700 cameraHasErrors = False cameraHasNoise = False } } With this camera orientation: I get this image: In case it's hard to tell, the camera direction is directly upwards through the camera mast - again, not surprising. edit: also, do you guys have magic tricks for testing minor cfg changes? 10-minute game reload time make head go boom. maybe i need a pared down install? Edited November 5, 2020 by OrbitalManeuvers Quote Link to comment Share on other sites More sharing options...
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