Kobymaru

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About Kobymaru

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    Sr. Spacecraft Engineer

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  1. Hi, what exactly is "World Space" and how does it relate to the position vectors in KSP? Specifically, to FlightGlobals.currentMainBody.position and FlightGlobals.ActiveVessel.transform.position ? I'm trying to draw some lines using Vectrosity from a set of coordinates. That worked using the Unity.LineRenderer, but when I try to use the very same coordinates for rendering of Vectrosity.VectorLine, the lines go out straight out of the screen and behave weirdly when rotating the camera. ps.: Is there some sort of "reference frame guide" for KSP? I keep getting confused by World/Body-Relative/Krakensbane/Surface-Relative and all kinds of coordinate systems.
  2. Well my idea was to integrate it into KerbalEngineer because that provides a nice Framework and already takes care of some of the calculations. Since I don't know your math, I don't know how well the fit would be. Also, I don't know if it's ever gonna get merged, so we might have to consider writing an own plugin for that. Also, I believe @linuxgurugamer might be interested because he's writing an autopilot for suicide burns and has been having trouble with the math. Unfortunately, I can't promise to have a whole lot of time for coding in the near future
  3. Very interested! Where can I find it?
  4. Sorry about that, I saw some in your code and just assumed they are the reason why AA works so well.
  5. There are people like @Boris-Barboris who say that PID controllers are from our Grandparents time, and Neural Nets are all the Rage nowadays Those are also implemented very nicely in AtmosphereAutopilot if you want to take a look. About the whole "horizontal velocity component", I tried to do some research and I posted some of my results over here: tl; dr: It's not as easy as it looks, and you'll probably have to do a numeric simulation because there are no formulas. But then again, I would love to be proven wrong. That's why I'm very very curious by now about your implementation
  6. This is how I can reproduce it: Press Alt-Tab, you are now in Windows Desktop Press Alt-Tab until KSP is selected or KSP is selected in the task bar Observe that the mouse behaves as if Alt was still held down (displays "currently selected" with the ship info) Thanks for opening the bug but don't sweat it, it's very low priority due to the simple workaround
  7. There is a minor (almost microscopic ) annoyance that I have with EVS: When I alt-tab out of the game, then I go back into the game, EVS acts as if I am holding down the Alt-Key (highliting vessels under the mouse, showing vessel info), when I am not. The workaround is to just tap they Alt key. This is super low priority obviously, but I was wondering if it could be fixed if it were a fairly simple thing?
  8. Now that's embarassing Thanks!
  9. Also, I can't even seem to get the Icon to show up. Tried both the release from SpaceDock and to compile it myself, and on 2 computers and a total of 3 different installs. DLL seems to be loaded, can even set a breakpoint in FixedUpdate(), but IsLandingAid never turns true. Maybe has something to do with this exception: [ERR 23:03:20.664] NameToLayer is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'LandingAim' on game object 'cupola'. See "Script Serialization" page in the Unity Manual for further details. UnityEngine.LayerMask:GetMask(String[]) LandingAim.LandingAim:.ctor() UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String, Boolean) Part:AddModule(ConfigNode, Boolean) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>c__Iterator62:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Is this Mod working for you guys? Am I just too stupid? ps.: But seriously, I'd love it if you took a look into merging your code into Trajectories. We have a list of Surface-Relative coordinates for the calculated trajectory (including Aerodynamic forces!!) which you could use as a guide instead of the orbital trajectory. Worst case, I'd probably steal your code if that's OK.
  10. Really curious about how you did the timing Can it do landings with a high horizontal velocity component as well?
  11. But... but why not integrate it into trajectories? I take pull requests, you know.
  12. There was actually a bug in KSP, a long long time ago that did the exact same thing. But that was fixed, obviously.
  13. The current plan is to release it when KSP 1.3.0 drops.
  14. They had one built into the Geforce Experience, but since it now requires you to be logged in for some reason I don't use it any more. You have 2 other options: FRAPS: fairly simple, but limited, and has a watermark OpenBroadcast: Powerfull streaming/screen recording tool, but is a bit weird to set up