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Kerbal space program gravity turn continued
Kerbal space program gravity turn continued










kerbal space program gravity turn continued
  1. #Kerbal space program gravity turn continued install#
  2. #Kerbal space program gravity turn continued mods#

#Kerbal space program gravity turn continued mods#

It looks very similar to exceptions other mods have when attempting to find ToolbarPlugin or something like it since 1.2 out. GravityTurn : System.NotSupportedException: The invoked member is not supported in a dynamic module.Īt .GetExportedTypes () in :0Īt (System.String module) in :0Īt () in :0Īt () in :0 It works nice in stock game, but in modded environment I get this: Trying GravityTurn v1.3 in 1.2 without MechJeb. For this kind of craft and dV I would expect something like 80/15 to be much better. Your Height and TurnAngle parameters are way too high (140/5).

kerbal space program gravity turn continued

But GT isn't really working well for me as well. serious left/right (aka inclination) wobbly-de-wobbly and other problems right now. I turned to GT, because the dev-version of MJ has. Maybe Kopernicus or the heavy amount of graphics mods limiting GT's ability to do its calculations quickly? ThrottleControlAdvanced wasn't enabled for launch. Nothing should have been active that influenced GT. Now to track down the interaction amongst 90ish mods. GT fails to stage (not even separate first stage) I see the throttle get raised and attitude is changed to compensate for "insufficient thrust". I just re-tested with all my mods installed, 90 km target, no time warp, sandbox mode.

kerbal space program gravity turn continued

I verified the behavior you see with only GT installed. MJ isn't running, I opened it just so one can see the ascend path better. What's going on? "Straight up" (or nearly straight up) isn't really the efficient way to go, is it? o.O Than it created a 1500m/s circularization-burn. The launch before, it continued that way until AP is at desired height. I'm writing this as I pause on 27km height, the rocket is still at 15°, but has now throttled down to 50% or so thrust. GT-settings were "improved guesses", although I changed the hight to 100km instead of only 80.Īfter launch, the rocket goes straight up for a while (dunno exactly when) and then turns to something like 15° from straight up. Groundlevel TWR is 1.5, dV is something around 4km/s.

kerbal space program gravity turn continued

I am launching a something-around-30-tons-payload-rocket with 2 Mainsail-boosters and a smaller Cryogenic Engine (with supplied LFO-patch, so it's just a normal engine now) in the central 1.25m stack. The last time I used GT (which was around 1.0.something), it flew a very smooth path that only needed a miniscule amount of dV to circularize. That might be a clue to the source of the time warp failure. I noticed this time that it waited until the upper stage re-entered the atmosphere and then immediately started the upper stage. I noticed I had to re-enable auto-strutting even though Advanced Tweakables was still on I'm guessing it might have been due to the TweakScale stuff still being in the craft file even though I didn't actually change anything via TweakScale.

#Kerbal space program gravity turn continued install#

As you posted, I was doing a test of the craft I provided in previous post against a clean KSP install with just GT. So I'll look into that then and add some more debug logs etc. I've now run some first test with your craft and observed some strange behavior if the Timewarp option is used. Then I would expect it to happen every launch, and not just sometimes. And it happened when the first radial decouplers were due to be staged. But of course Sepratrons could be a problem, too. I've observed the problem with the stock "AeroEquus" craft, so there were no Sepratrons involved.












Kerbal space program gravity turn continued