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I'm having a bizarre issue with mechjeb/FAR. My rocket consists of fairings protecting a satellite on top of a BACC solid rocket booster with winglets and advanced SAS. If I use mechjeb to ascend, even if I limit the angle of attack to 10° and have the turn start happen at 600 meters with a 55° turn shape, the rocket will oscilate wildly and mechjeb will overshoot my preprogrammed apoapsis by about 50 km. Since I can manually easily keep the rocket under control, it has to be a setting I've missed or should use differently. Anyone know what I should change? I should note that on manual control, even with SAS on it will "vibrate" back and forth a little but it's nothing too bad and I can easily correct for it.
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# ? Nov 21, 2014 20:57 |
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# ? Jun 9, 2024 07:15 |
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Falken posted:Already got that. Was just curious if there was a pack that mainly dealt with satelite specific parts. Thanks though!
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# ? Nov 21, 2014 21:05 |
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Falken posted:What's a good pack for satelite parts? AIES Aerospace has some excellent parts, and TurboNisu's Stockalike Parts have some really neat small trusses and fuel tanks. Between that, and DMagic, I've been pretty happy with the satellites I can build. The caveat is that AIES hasn't been formally updated since .23, and some of its parts (particularly the landing gear) use scripting that is broken.
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# ? Nov 21, 2014 21:11 |
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double nine posted:I'm having a bizarre issue with mechjeb/FAR. My rocket consists of fairings protecting a satellite on top of a BACC solid rocket booster with winglets and advanced SAS. If I use mechjeb to ascend, even if I limit the angle of attack to 10° and have the turn start happen at 600 meters with a 55° turn shape, the rocket will oscilate wildly and mechjeb will overshoot my preprogrammed apoapsis by about 50 km. Since I can manually easily keep the rocket under control, it has to be a setting I've missed or should use differently. Anyone know what I should change? Too much control authority usually leads to SAS oscillating your ship. Post a screenshot of the rocket and let's see if we can improve it. Try reducing the maximum deflection on the winglets, or moving them to have less of a torque arm. You probably don't need the extra SAS wheel.
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# ? Nov 21, 2014 21:27 |
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double nine posted:I'm having a bizarre issue with mechjeb/FAR. My rocket consists of fairings protecting a satellite on top of a BACC solid rocket booster with winglets and advanced SAS. If I use mechjeb to ascend, even if I limit the angle of attack to 10° and have the turn start happen at 600 meters with a 55° turn shape, the rocket will oscilate wildly and mechjeb will overshoot my preprogrammed apoapsis by about 50 km. Since I can manually easily keep the rocket under control, it has to be a setting I've missed or should use differently. Anyone know what I should change? I've had bad experiences with MechJeb overcorrecting for wobble in FAR, leading to continual oscillations. It might help to reduce the max deflection on your control surfaces and/or enable DCA in FAR to reduce MechJeb's ability to torque your craft like crazy.
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# ? Nov 21, 2014 21:28 |
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Supraluminal posted:I've had bad experiences with MechJeb overcorrecting for wobble in FAR, leading to continual oscillations. It might help to reduce the max deflection on your control surfaces and/or enable DCA in FAR to reduce MechJeb's ability to torque your craft like crazy. I believe MechJeb in general doesn't do very well at oscillation damping. I haven't tried it with FAR, but it'll definitely swing you back and forth, since it doesn't (or at least didn't, last I tried?) reduce control inputs as you get towards the designated heading. It's basically going 'Full bore...full bore...full bore...too far, go back!' Having auto-warp makes this less of a problem, since warping once you have the right heading stops you dead. Doesn't help in an atmosphere, clearly.
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# ? Nov 21, 2014 21:35 |
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Platonicsolid posted:I believe MechJeb in general doesn't do very well at oscillation damping. I haven't tried it with FAR, but it'll definitely swing you back and forth, since it doesn't (or at least didn't, last I tried?) reduce control inputs as you get towards the designated heading. It's basically going 'Full bore...full bore...full bore...too far, go back!' Having auto-warp makes this less of a problem, since warping once you have the right heading stops you dead. Doesn't help in an atmosphere, clearly. try these modules for mechjeb
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# ? Nov 21, 2014 21:40 |
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Now that is super interesting. Cool, thanks!
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# ? Nov 21, 2014 21:52 |
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EightBit posted:Too much control authority usually leads to SAS oscillating your ship. Post a screenshot of the rocket and let's see if we can improve it. Try reducing the maximum deflection on the winglets, or moving them to have less of a torque arm. You probably don't need the extra SAS wheel. Sure, here. Falken posted:http://forum.kerbalspaceprogram.com/threads/60933-Optional-MechJeb-Modules-for-FAR-NEAR-km_Gimbal-%28Sept-7%29 I'll take a look at those.
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# ? Nov 21, 2014 22:05 |
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EightBit posted:Too much control authority usually leads to SAS oscillating your ship. Post a screenshot of the rocket and let's see if we can improve it. Try reducing the maximum deflection on the winglets, or moving them to have less of a torque arm. You probably don't need the extra SAS wheel. I just use the winglets strictly as wings and turn off the control authority altogether. This usually works fine since your engine gimbal can deal with initiating the gravity turn.
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# ? Nov 21, 2014 22:17 |
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double nine posted:Sure, here. I'd ditch the fins altogether. The SAS is more than enough for that light weight of a vehicle. You could also switch to the smaller SAS and put it inside the fairing. Keeping a low AOA means you don't need all that much control authority.
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# ? Nov 21, 2014 22:32 |
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Tindahbawx posted:Also, is there any online calculators for KSP that calculate the dV for plane changes? I need to flip a satellite through a 90 degree angle in its orbit. If I remember right from my Orbital mechanics, the dV needed for a plane change is 2*V*cos(inc1-inc2) Where V is your current Orbital velocity, inc1 and inc2 are your starting and final inclinations. So assuming a LKO of 100km which is an Orbital speed of 2.2km/s, and a 90 degree change, you'd need 4,400 dV.
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# ? Nov 21, 2014 23:05 |
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So that ship that ran out of life support that I was complaining about? Turns out it did have a probe core on it after all, so I was able to reenter smoothly by relying heavily on aerobraking to make up for the fuel wasted in my emergency return burn. Except the incredibly shallow aerobraking took so drat long I alt-tabbed away and forgot about it till it crashed. On the other hand, I followed that up by placing a life support resupply ship in LKO.
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# ? Nov 21, 2014 23:06 |
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Life Support really fucks with the logistics of a manned mission beyond Mun because you have to carry so much extra mass. Just the thought of all that docking makes me glad MechJeb exists. Currently about to attempt a rescue of a Kerbal on EVA. I don't have the 3 seat pod yet so going with an unmanned 1 seater armed with MechJeb Also going to use the flight to fulfill a parachute test contract. On a related note, currently my space program is running a 50% fatality rate, Jeb, Bill and Bob are all dead. (Jeb on my first flight, forgot to separate the Engine start from the parachute deployment in staging before lighting the SRB off) EDIT AAAAAAnd the game does a CTD with no error log when I go to board the little guy. EDIT2: rmdx posted:On Windows, at least, edit your shortcut like this: Thanks for this, now I just need it to be on top of everything (including the taskbar) when in focus and I am all set. EDIT3: Mission was a resounding success. Until I landed on the side of a mountain. And proceeded to explode all down the slope. RIP Patden Kerman. RIP Career (ran out of money). EDIT4: starting a new career with a custom difficulty. And the modlist: Deadly Reentry, Enhanced Navball, FAR, Kerbal Egineer, Advanced Fly-by-wire (makes Joystick controls a lot smoother and easier), MechJeb, RCSFX, Procedural Fairings, Procedural Parts, Stock Bug Fix Modules, and TAC Life Support. Kilonum fucked around with this message at 00:54 on Nov 22, 2014 |
# ? Nov 21, 2014 23:13 |
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Are there any mods that add more lights? I downloaded a pack called Surface Lights and it's decent, but it doesn't add enough. I used to have the colored B9 lights and liked them a lot, but the new B9 pack is a mess that I want nothing to do with. I just want lights. Lots of lights of all sizes and colors. I want my space stations to be floating disco balls.
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# ? Nov 22, 2014 02:02 |
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Aviation lights is good
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# ? Nov 22, 2014 02:27 |
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Is it possible to use action groups with sub-assemblies? I want a mothership filled with probes, and the probes to have their own action groups. I've done experimenting and have mostly just discovered interesting bugs, like control-y making a probe core increasingly bright.
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# ? Nov 22, 2014 02:40 |
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Cubey posted:Are there any mods that add more lights? I downloaded a pack called Surface Lights and it's decent, but it doesn't add enough. I used to have the colored B9 lights and liked them a lot, but the new B9 pack is a mess that I want nothing to do with. There's a few. I've tried and liked Navigation Lights and Stack Inline Lights, the latter is basically neon tubes of customizable color and brightness wrapped around your rocket. So awesome.
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# ? Nov 22, 2014 04:42 |
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And on my new career I managed to keep Jeb alive until I landed him on Mun. At 150m/s.
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# ? Nov 22, 2014 07:34 |
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Cubey posted:I used to have the colored B9 lights and liked them a lot, but the new B9 pack is a mess that I want nothing to do with.
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# ? Nov 22, 2014 08:04 |
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Kilonum posted:And on my new career I managed to keep Jeb alive until I landed him on Mun. In my game, I used Jeb almost exclusively as a test pilot for experimental craft. He died when his plane entered an uncontrollable stall over some mountains and the ejection system failed to properly clear him from the craft, leading to him striking the tail and not being able to deploy his parachute in time. Bob and Bill are safely aboard a space station orbiting Kerbin and are performing station science experiments.
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# ? Nov 22, 2014 08:09 |
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I might have exaggerated juuuuuuust a little with my remotetech network...
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# ? Nov 22, 2014 13:31 |
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Nice spirograph though.
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# ? Nov 22, 2014 13:39 |
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double nine posted:I might have exaggerated juuuuuuust a little with my remotetech network... Jesus christ How long did that loving take you?
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# ? Nov 22, 2014 14:35 |
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Nuclear Pogostick posted:Jesus christ about 7 minutes per satellite (x12), mechjeb/alarm clock did most of the work for me. 4-ish minutes to get apoapsis high enough, then setup a manoevre node, time warp, launch the next rocket and get it out of the atmosphere before the first rocket reaches its apoapsis, setup manoevre node, switch to first rocket to execute manoevre node, launch new rocket, setup maneuvre node, go to second rocket ... I had about 20 minutes of timewarp followed by about 10 minutes where everything had to be executed in very quick succession. edit: that was why I was asking about my mechjeb problem: without the automation I'd go absolutely bonkers. Also the orbits wouldn't be in sync as much and that would ruin the goal. double nine fucked around with this message at 15:22 on Nov 22, 2014 |
# ? Nov 22, 2014 14:44 |
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If you aren't already using CKAN you probably should be, it's the mod manager for KSP I always wanted. - uses specfiles, and thus supports any mod with a direct download, not just mods hosted on github/curse/kerbalstuff - fast - doesn't crash so far - dependency resolution - command line support - easy to add new specfiles or even host your own CKAN repo
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# ? Nov 22, 2014 15:03 |
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A very minimalist deltaV Jool 5 challenge entry over in the forums with: 22 flybys, 1 of Mun, 1 of Eve, 2 of Kerbin, 4 of Laythe, 4 of Vall, 6 of Tylo, 2 of Bop and 2 of Pol. http://forum.kerbalspaceprogram.com...l=1#post1554632 What people can do with this game amazes me.
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# ? Nov 22, 2014 18:34 |
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Cubey posted:Are there any mods that add more lights? I downloaded a pack called Surface Lights and it's decent, but it doesn't add enough. I used to have the colored B9 lights and liked them a lot, but the new B9 pack is a mess that I want nothing to do with. For you or anyone else who doesn't know, you can also right click to change the color and brightness of stock lights in the VAB.
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# ? Nov 22, 2014 19:04 |
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immelman posted:A very minimalist deltaV Jool 5 challenge entry over in the forums with: 22 flybys, 1 of Mun, 1 of Eve, 2 of Kerbin, 4 of Laythe, 4 of Vall, 6 of Tylo, 2 of Bop and 2 of Pol. Good lord. That's amazing.
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# ? Nov 22, 2014 19:18 |
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ToxicFrog posted:If you aren't already using CKAN you probably should be, it's the mod manager for KSP I always wanted. Praise jesus for this. Need to figure out how to add Station Science to it, got just about every mod I give a poo poo about through CKAN except that.
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# ? Nov 22, 2014 19:30 |
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I've been trying to plan a manned Duna mission using the new advanced Mechjeb transfer planner. What is the best way to transfer if I want to minimize the difference in velocity when I arrive? I want to minimize the speed I have to kill by aerobraking.
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# ? Nov 22, 2014 19:33 |
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I was playing around with a Duna probe using remote tech and was setting up a maneuver to aero break around duna and sling shot into an Ike encounter. Anyways before hitting atmosphere I realized my satellite dish will break. Is there anyway to tell it to collapse down for the aero breaking and then reconnect to my network an hour later?
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# ? Nov 22, 2014 19:37 |
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Ciaphas posted:Praise jesus for this. Need to figure out how to add Station Science to it, got just about every mod I give a poo poo about through CKAN except that. The specifications for the CKAN specfile format are in the repo, but as it happens I've already written one for StationScience, I just haven't submitted a PR for it yet: code:
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# ? Nov 22, 2014 19:59 |
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ToxicFrog posted:The specifications for the CKAN specfile format are in the repo, but as it happens I've already written one for StationScience, I just haven't submitted a PR for it yet: You are a gentleman and a scholar.
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# ? Nov 22, 2014 21:00 |
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ToxicFrog posted:If you aren't already using CKAN you probably should be, it's the mod manager for KSP I always wanted.
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# ? Nov 22, 2014 23:04 |
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Collateral Damage posted:Awesome, thanks. Looking forward to it being able to auto upgrade mods, too. Yeah, that will be a big win. They even have a tool, NetKAN, that automatically generates updated specfiles for mods hosted on github and suchlike, so updates to those should happen quite promptly. Stuff on curse or home grown hosting will probably lag a bit because that requires a maintainer to notice that they've updated and update the specfile.
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# ? Nov 22, 2014 23:30 |
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Is Reputation used for anything besides a pseudocurrency for getting more Kerbucks/science?
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# ? Nov 23, 2014 01:22 |
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lamentable dustman posted:I was playing around with a Duna probe using remote tech and was setting up a maneuver to aero break around duna and sling shot into an Ike encounter. Anyways before hitting atmosphere I realized my satellite dish will break. Is there anyway to tell it to collapse down for the aero breaking and then reconnect to my network an hour later? You can add a delay to the commands at the bottom of the flight computer window. Set it to 1h or something, send activate or toggle with an action group, set it back to 0, send deactivate.
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# ? Nov 23, 2014 01:27 |
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I started playing again with the intention of setting up a Karbonite facility on Gilly with the eventual goal of using it to refuel a ship and make a return trip to and from the surface of Eve for my first time ever. Instead, now that I've gotten some stuff on Gilly and threw some Kerbals on it, I can't stop screwing around on Gilly
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# ? Nov 23, 2014 03:15 |
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# ? Jun 9, 2024 07:15 |
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Screwing around on gilly... Next we need a kerbal mating & repopulation mod.
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# ? Nov 23, 2014 04:13 |