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eth0.n posted:I think the answer is, during the comparison, to convert the LAN and AoP of the target and current orbits to their respective Longitudes of Periapsis, which is just the sum of LAN and AoP (modulo 360). That way, no matter what arbitrary LAN and AoP KSP comes up with for that 0 inclination orbit, you can match it sensibly with the target orbit. https://en.wikipedia.org/wiki/True_longitude Right, it's referred to as true longitude. (True anomaly is irrelevant here, I want that w with a hat on it.) I don't quite understand why adding two variables that are going batshit crazy at undefined ranges TOGETHER creates a logical, reasonable variable, but I'll give it a shot.
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# ? Aug 26, 2014 02:49 |
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# ? Jun 9, 2024 14:01 |
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I don't really follow licensechat, but it seemed like someone was looking for a pre-4.0 version of KAS? Apparently when I upgraded to 4.0 I kept a copy of whatever 3.x I was running at the time, complete with source. It's mostly just winches and hooks, but those are way more fun than pipes anyway.
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# ? Aug 26, 2014 02:55 |
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Unfortunately the source code isn't the problem.. it's locating a zip of the source that has a copy of the GPL packed with it. That's the "out" for a modder who wants to make a free and clear fork.
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# ? Aug 26, 2014 03:00 |
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Arsonide posted:https://en.wikipedia.org/wiki/True_longitude True Longitude is different from Longitude of Periapsis. The former varies with time, and represents the 0-inclination longitude of where the object currently is. The latter doesn't vary with time as the object orbits. If Longitude of Periapsis doesn't work, you could try using the Eccentricity Vector (eccVec) attribute of the Orbit object. For two orbits of near 0-inclination, with shapes near each other, their eccVec should be nearly the same, both in direction and magnitude.
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# ? Aug 26, 2014 03:03 |
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RoverDude posted:Ok so here is the plan. This is a good plan and I approve of it. I am not very clever, but I'm willing to test stuff.
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# ? Aug 26, 2014 03:05 |
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RoverDude posted:Ok so here is the plan. Sounds like a plan, getting this done right should be worth a bit of a wait. That being said, we're a little light on the mod drama as of late. Can I pencil you in for a breakdown and/or freakout in, say, three months or so? Of course if Majiir flips the gently caress out we'll have met our quota for a bit. Have your people call our people and we'll do lunch and work it out. In all seriousness, welcome.
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# ? Aug 26, 2014 03:08 |
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Can any goons tell me why this rover doesn't rove with a kerbal in the seat?
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# ? Aug 26, 2014 03:24 |
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EightBit posted:Can any goons tell me why this rover doesn't rove with a kerbal in the seat? No electricity for the wheels would be my guess.
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# ? Aug 26, 2014 03:30 |
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I see a pretty unnecessary SAS module on the left side behind the seat which you may have thought was a probe core.
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# ? Aug 26, 2014 03:30 |
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Arsonide posted:This is a known issue. I finally discovered the cause yesterday. 0.57b added argument of periapsis checks in addition to LAN checks on your rotation. LAN checks under 1 inclination are skipped. Argument of periapsis checks under 0.05 eccentricity are skipped. Unfortunately I glazed over rule 3 of orbits with zero inclination: they have undefined argument of periapsis, because argument of periapsis is based on LAN. Okay thanks, just wanted to make sure there wasn't something really obvious I was missing. Great work on the mod, by the way. I installed this today when things started to get a little stale and I can't imagine playing without it now.
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# ? Aug 26, 2014 03:33 |
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The Green Calx posted:No electricity for the wheels would be my guess. More specifically, a lack of electrical storage. The power from the RTGs needs to be stored somewhere that the wheels can draw from. Normally, a command pod or probe core can act as the battery, but the chair doesn't have any electrical capacity.
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# ? Aug 26, 2014 03:35 |
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Maxmaps posted:I see a pretty unnecessary SAS module on the left side behind the seat which you may have thought was a probe core. I was trying to design it to be detached and dropped with a kerbal in the seat. Is a probe core necessary for driving with a seat? It has plenty of power, eight RTGs Edit: slapping a battery on there got it rolling Edit 2: the torque wheel is there to turn it around after detaching prior to deorbiting EightBit fucked around with this message at 03:46 on Aug 26, 2014 |
# ? Aug 26, 2014 03:35 |
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I think someone made a post a while back about a bug where the camera angle for the space center abruptly changed. Is there some way to fix this? I hope so, as I can't even see the Tracking Station. e: Nevermind, it appears to have corrected itself. Trivia fucked around with this message at 04:18 on Aug 26, 2014 |
# ? Aug 26, 2014 03:50 |
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eth0.n posted:True Longitude is different from Longitude of Periapsis. The former varies with time, and represents the 0-inclination longitude of where the object currently is. The latter doesn't vary with time as the object orbits. It varies with time because of the true anomaly component right? That's why I just go for hat w, and cut out v. *looks up what hat w is...it's longitude of periapsis* We're talking about the same thing.
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# ? Aug 26, 2014 03:55 |
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Warbird posted:Sounds like a plan, getting this done right should be worth a bit of a wait. That being said, we're a little light on the mod drama as of late. Can I pencil you in for a breakdown and/or freakout in, say, three months or so? Of course if Majiir flips the gently caress out we'll have met our quota for a bit. Have your people call our people and we'll do lunch and work it out. In all seriousness, welcome. TBH I'm hoping that control of KAS gets turned over to someone who can open the licensing up just from sheer pressure. But yeah other than that, it's going to be a long slug for this one.
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# ? Aug 26, 2014 03:59 |
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EightBit posted:I was trying to design it to be detached and dropped with a kerbal in the seat. Is a probe core necessary for driving with a seat? It has plenty of power, eight RTGs Reaction wheels generally are a good idea for any rover, they can help prevent roll if used correctly, and can also double as steering.
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# ? Aug 26, 2014 04:05 |
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RoverDude posted:TBH I'm hoping that control of KAS gets turned over to someone who can open the licensing up just from sheer pressure. But yeah other than that, it's going to be a long slug for this one. So you're saying we should take a hit out on Majiir? Max has some cartel connections that we could talk to...
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# ? Aug 26, 2014 04:33 |
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Karbonite Question: I've tried to get Karbonite mined and collected from the ground and atmosphere, and have been unable to get a scrap of Karbonite. I've got tanks directly connected to the collectors, sufficient power, but no joy. What am I missing? I've landed in Karbonite hotspots, and was unable to get anything after days of waiting. Running Steam client.
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# ? Aug 26, 2014 05:20 |
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I have a strange predilection for making big wobbly chains for interplanetary transfers. Maybe I keep thinking of Pitch Black when I'm planning larger missions. I still have to lift the ridiculous Eve lander up and dock it to the butt end. I have to add RCS to it first, or docking will be too hard. The main vessel was already difficult to control precisely before I added another load of fuel and rovers to the end. I haven't tested how the lander will behave upon reentry yet. Probably just going to wing it and hope it doesn't try to flip over at Mach 4
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# ? Aug 26, 2014 05:51 |
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OwlFancier posted:Reaction wheels generally are a good idea for any rover, they can help prevent roll if used correctly, and can also double as steering. Absolutely essential for most Mun Rovers, turning your wheels won't do poo poo: not enough traction, so inertia takes over. The reaction wheel will rotate your whole chassis, and that is usually enough traction (just). Not to mention the torque will give you a cat like ability to always land upright when doing sick munjumps.
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# ? Aug 26, 2014 05:55 |
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Dalaram posted:Karbonite Question: What does your output log say when you click activate on the converter?
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# ? Aug 26, 2014 05:55 |
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Splode posted:Not to mention the torque will give you a cat like ability to always land upright when doing sick munjumps. Yeah, this. In Munar gravity or lower if you want to get somewhere within a reasonable time you have to travel at a speed that will be constantly tossing you into the air for several seconds off the slightest bumps in the terrain. If you can't reorient in midair, you will crash, a lot.
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# ? Aug 26, 2014 06:36 |
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eth0.n posted:My original intent with the 3D printing suggestion was that the parts would be about as light and compact as KAS's boxes, and have only a minimal power requirement. Good because my past weeks adventure in learning to use my 3d printer involves a lot of false starts and failed prints.
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# ? Aug 26, 2014 06:47 |
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Dalaram posted:Karbonite Question: Anything in the debug log? Things that cause this: ATM/TR, bad versions of the ORS DLL. Need more info.
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# ? Aug 26, 2014 12:43 |
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Spookydonut posted:Good because my past weeks adventure in learning to use my 3d printer involves a lot of false starts and failed prints. Sounds like something that Station Science should work on. "Conduct prototyping and development of on-orbit 3d printing technologies." 50 eurekas.
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# ? Aug 26, 2014 12:51 |
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RoverDude posted:TBH I'm hoping that control of KAS gets turned over to someone who can open the licensing up just from sheer pressure. But yeah other than that, it's going to be a long slug for this one. KospY did say he was going for a year and that was October last year. Best case would be he turns up soon going 'WTF did you do to my mod' and takes it back. After November I'm off contract and should have time to help out.
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# ? Aug 26, 2014 13:06 |
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Ratzap posted:KospY did say he was going for a year and that was October last year. Best case would be he turns up soon going 'WTF did you do to my mod' and takes it back. A common excuse KAS uses is 'OMG teh models'. Seriously... if KospY came back and reclaimed it, I would make him brand new models.
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# ? Aug 26, 2014 13:09 |
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RoverDude posted:Seriously... if KospY came back and reclaimed it, I would make him brand new models. You're too good a person to be real. You're actually some gestalt think-tank working for the secret NASA to try to build goodwill among KSP players in order to recruit them to fight against alien invaders, right?
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# ? Aug 26, 2014 13:35 |
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Tehan posted:You're too good a person to be real. You're actually some gestalt think-tank working for the secret NASA to try to build goodwill among KSP players in order to recruit them to fight against alien invaders, right? My real plans involve training black-ops hobos.
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# ? Aug 26, 2014 13:40 |
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RoverDude posted:A common excuse KAS uses is 'OMG teh models'. If you need a alpha tester, sign me up! I love your mods and I'm so glad you found these forums. gunktacularSA at gmail
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# ? Aug 26, 2014 13:42 |
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RoverDude posted:My real plans involve training black-ops hobos. Will you call them Blobos?
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# ? Aug 26, 2014 13:45 |
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Im up for alpha/beta testing your stuff RoverDude if you need more testers.
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# ? Aug 26, 2014 13:48 |
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Let me get something even remotely working first... About all I can do is make something fall of your ship and kinda follow a Kerbal around in a very sad and mournful way.
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# ? Aug 26, 2014 13:53 |
I think that kerbals on EVA are also sort-of ships where things can be attached to, they just have a very different mode of control. I think perhaps a better starting point would be trying to spawn a part from nothing and surface-attach it on a regular ship, then afterwards see if you can get it to surface-attach on a kerbal's jetpack.
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# ? Aug 26, 2014 14:17 |
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RoverDude posted:Let me get something even remotely working first... About all I can do is make something fall of your ship and kinda follow a Kerbal around in a very sad and mournful way. Put a leash on the parts and then wait for people to do it with that crittercrawler mod for adorable pictures.
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# ? Aug 26, 2014 14:18 |
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RoverDude posted:Let me get something even remotely working first... About all I can do is make something fall of your ship and kinda follow a Kerbal around in a very sad and mournful way. yeah, when you do get something you need tested just dump it in the thread, works well for Arsonside!
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# ? Aug 26, 2014 14:44 |
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With KAS, if you wanted a stable base you had to have those pipes connecting the various pieces which, for me at least, liked to go rigid during reload and send the whole thing flying off into space. What kind of work would go into having permanent stuff like lamps, crates, science equipment that would be scattered around and serve no actual purpose other than look purdy?
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# ? Aug 26, 2014 14:58 |
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Ledenko posted:With KAS, if you wanted a stable base you had to have those pipes connecting the various pieces which, for me at least, liked to go rigid during reload and send the whole thing flying off into space. I always wondered, is it impossible to have permanent parts on planets? I mean physics-frozen stuff (things only start simulating physics once something interacts with it, so big bases don't lag) like some other games do, parts that have certain coordinates set (eg relative to ground, so it doesn't spawn underground while terrain generates and blows up) and such Really wish we had a mod to build an actual bases on other places. Explanetary isn't ideal, imo.
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# ? Aug 26, 2014 16:12 |
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How is the space center handled? Is that just effectively a terrain feature?
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# ? Aug 26, 2014 16:21 |
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# ? Jun 9, 2024 14:01 |
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Space center is a scenery feature if I recall. Same as the Kraken, monoliths and arches.
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# ? Aug 26, 2014 16:26 |