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custume

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  1. I have been reading the code and there is a lot of stuff that can make problems, I have not read all te code (for the moment) because you have several connections (calls) that I need to read 1º, this two are the problematic. MechJebModuleAscentAutopilot.cs [Persistent(pass = (int)(Pass.Type | Pass.Global))] public bool forceRoll = true; [Persistent(pass = (int)(Pass.Type | Pass.Global))] public EditableDouble verticalRoll = new EditableDouble(0); This is the part that is not working well : //limit the amount of steering to 10 degrees. Furthermore, never steer to a FPA of > 90 (that is, never lean backward) double maxOffset = 10 * UtilMath.Deg2Rad; if (desiredFlightPathAngle > 80) maxOffset = (90 - desiredFlightPathAngle) * UtilMath.Deg2Rad; if (steerOffset.magnitude > maxOffset) steerOffset = maxOffset * steerOffset.normalized; desiredThrustVector += steerOffset; } desiredThrustVector = desiredThrustVector.normalized; MechJebModuleAscentGuidance.cs autopilot.forceRoll = GUILayout.Toggle(autopilot.forceRoll, "Force Roll"); if (autopilot.forceRoll) { GuiUtils.SimpleTextBox("climb", autopilot.verticalRoll, "º", 30f); GuiUtils.SimpleTextBox("turn", autopilot.turnRoll, "º", 30f); } Oh here is the image I talk about ( from the damn video ) picture hosting Also here is ( again) the mods that I'm using GameData\ModuleManager.2.8.0.dll GameData\000_AT_Utils\Plugins\000_AT_Utils.dll GameData\000_USITools\MiniAVC.dll GameData\CommunityCategoryKit\CCK.dll GameData\Firespitter\Plugins\Firespitter.dll GameData\GroundConstruction\Plugins\GroundConstruction.dll GameData\KAS\Plugins\KAS.dll GameData\KerbalKonstructs\KerbalKonstructs.dll GameData\KIS\Plugins\KIS.dll GameData\MechJeb2\Plugins\MechJeb2.dll GameData\REPOSoftTech\DeepFreeze\MiniAVC.dll GameData\SCANsat\Plugins\SCANsat.dll GameData\TriggerTech\KerbalAlarmClock\KerbalAlarmClock.dll GameData\UmbraSpaceIndustries\Konstruction\Konstruction.dll Well I did add all I have, if I don't have logs or error dumps , them is not enough information, hehehehe ok ok. Next time is better for you guys to clearly speak the requirements before saying anything more, because people just say that there is no information but clearly there is, might not be the info needed but you can ask for specific info not crucifying the person just because there is no info. PS, going to work but don't worry I will finish reading it later on
  2. are you serious, your problem is that ?!?!?! Did you even see the video, the settings you are asking are in the video, are you blind or what . Pause the video at launch and you can see the setting. Another excuse, I did say anything about the old version just that they work better. This is the last post I answer , you have the video with all the settings you need, if you like to do something , fine, if not I don't care. This is what I don't understand, devs love to have videos with all the information, but for some reason you don't and them complain that there is no information to help., also I add a lot of information that I normally don't. What ?!?! you need me to tell you where in the code you need to change too, is that it.
  3. Well I already say all I can, and please stop with the brick because my last test the ship was A NORMAL 1 ENGINE SHIP. I even create a video to show. so If you guys don't do anything fine, is your problem, I don't care, I will just get another mod and move on. The only thing I see is people giving excuses for the MJ falling, but still don't offer any change or help, I remember the older dev to help more and listen. Best regards to all
  4. Actually, MJ did not fly well, if you see the video the last ship I send was a one engine ship, and MJ wobble by it self. See the complete video, also is not that I cant contra-act MJ and keep it stable, is that why do I have to, I use MJ to not use manual input . So, im sorry but for the moment MJ is creating more problems that it help with small ships, on the big ones just takes more time to start the wobble. For me MJ trying to correct it self all the time is the problem. Best regards to all EDIT: oh, Starwaster is not a big monstrosity (trust me I already send bigger), also is not an old MJ thing because on the last version of KSP 1.2 MJ work great and actually landed stuff way bigger than that. That ship ( lunar outpost ) I already have 2 of them, one on the mun and on minmus , they are farming sci and cash. My record with MJ was something with 1900 parts and several tons of weigh, so for me this is a MJ bug/error/problem, and for some one that uses MJ a longgggg time, longgggg time is so easy to see this type of error , I was one of the 1º to use MJ back in the 0.5x version I think, don't remember to long ago Also im not requesting anything major, just a slider to config the MJ force use in takeoff and landings.
  5. I cant, some of the mods don't work on the old version or is hard to find an older version that works well together. I have no logs, the game do not crash or anything, unless he needs the system default log, but that don't have anything about the mod/s. Yes its a brick, but a brick with style hehheheheheh About the test rover, is balance and center so I can launch it and control it by hand with no problem. Also I don't think is a MJ problem, not directly but something to do with is sensitivity, it keeps trying to correct it self to much. To fix this I think it only needs a sensibility bar/nº like the "corrective steering" , that way player can set the max force that MJ can use, also a way to permanently disable the roll in the start. I made another video with different type of crafts, with 3 ships ... One massive, another massive but smaller, and for last a basic one engine ship with MJ on and after that off. The 1º one you will notice a small wobble (real small) because is really heavy, the 2º one you will see it more clear, and on the final one is very visible. Oh, and one note, I only use MJ on massive ships (the smaller ones I don't need) and for landing because it spares a lot of fuel, so if the ship wobbles them defeats purpose. Thank you all for the comments and best regards
  6. Hello sarbian, I´m sorry, was something I say Hello Nightside, Yes is true, this ship is a strange designed craft but is stable, I don't need to correct it on takeoff, just the normal corrections, but with MJ is just crazy. Also I made this ship/rover to show the effect, is more pronounce in this ship, I have the same problem with "traditional" ships, even ships with only one rocket. I can make a video to show how it handles a normal ship, but is basically the same, it start wobbling and some time even turn the ship up side down. On heavy ships tends to do the same but takes more time, landing with this problem is also terrible, even in no atmosphere. I don't think is MJ it self, because I don't see this if I use only MJ and remove all the mods, but have to be one of the mods that is making MJ more sensitive. For more I have another video on my channel , an old one with the version 1.2 ( I think ) and I use a similar rover style but larger and more heavy, also similar mods with MJ and it works great, MJ is capable of handling the craft with no problem. I will add the video later on of another test with a "normal" craft Thank you and best regards to all PS, the old video is not HD, but you can see + or - well
  7. Video is done and here is a pic of the test rover. The video is of good quality , you can see in youtube http://www.image-share.com/ijpg-3651-45.html Best regards
  8. Video still uploading, slow internet, give it a couple of min. Best regards PS, I will let you know when is done EDIT: oh, and no, its not a RCS problem, I don't even use them, but you will see
  9. Here is more information and a video for you to see how bad it is, is better that words. I made this new ship/rover just to show you the problem, with larger ships the problem is expediency greater. The video is 3 launch with and without mechjeb the extra info: GameData\ModuleManager.2.8.0.dll GameData\000_AT_Utils\Plugins\000_AT_Utils.dll GameData\000_USITools\MiniAVC.dll GameData\CommunityCategoryKit\CCK.dll GameData\Firespitter\Plugins\Firespitter.dll GameData\GroundConstruction\Plugins\GroundConstruction.dll GameData\KAS\Plugins\KAS.dll GameData\KerbalKonstructs\KerbalKonstructs.dll GameData\KIS\Plugins\KIS.dll GameData\MechJeb2\Plugins\MechJeb2.dll GameData\REPOSoftTech\DeepFreeze\MiniAVC.dll GameData\SCANsat\Plugins\SCANsat.dll GameData\TriggerTech\KerbalAlarmClock\KerbalAlarmClock.dll GameData\UmbraSpaceIndustries\Konstruction\Konstruction.dll The Video : (is uploading, will be ready in 10 min) Best regards
  10. Hello to all, I have the same problem with wobble ship like some in this post. MJ is just making the ship wobble, is trying to over compensate and start wobbling, I have to manual correct it to stop, after some sec´s its start again. I try with only one engine but is the same, take longer to start the wobble but as it starts is all over. I have 1 stage perfect balance ship, it can go with no intervention to space, but if I use MJ it will wobble all the way to orbit, is like its overcorrecting it self all the time. If I turn off the force roll it will stops rolling to the sides, but keeps correcting up/down and after some sec´s it start the swinging hard from side to side. I don't even want to try a VTOL Best regards
  11. Hello @JPLRepo Found a strange clone bug with CRY 13000. Goes like this, I freeze a kerbal then after the thaw I have 2 of them heheheheheh. If I load the ship the extra one disappears but show up after some mins, them if I freeze that kerbal again the extra one (or) extras ones disappear, if I decouple that ship the extras ones show up again. The only fix I found is to freeze one of them again and the extras ones go away. If you like a save or something please let me know, is not a error so no logs (unless you like me to dump the logs but I don't see anything on them. Best regards
  12. Thank you so much for the answers Fair enough, you got good points, I can open on GitHub but do I use the MKS one or the other ones, is that you have several projects. Thank you so much and keep up the wonderful job Best regards Thank you so much for the details I´m sorry but I did not use any tone, well normally I talk like this and this is not the 1º time I ask stuff in the forum. English is not my natural language and if I did sound like bad them I am sorry, not my intention. I use the "curseword" has a joke not anything else. Best regards to all
  13. Dear RoverDude How are you, long time don't see ( or long time I don't complain heheheheh) Don't know where can I add this because is so generic and cover some different mods. 1º stupid question.. Where the hell can I use rocks ?? 2º stupid question ... How can I make a full eco system that refresh it self on supplies without and mining ( like in TAC we have recycles ) but in life support mod there is nothing that can do the same ?? 3º stupid question... ok, is nice to have a mini drill but its take to F. long to mine anything, why don't you make the other drill access sooner ?? Now some request: 1º can you please set the .625 nuclear reactor to be next to the nuclear engine, they can discover the rest later on using the advance science but makes sense they having the mini reactor with the LV-N. 2º The DERP inflatable escape pod needs more mass, please set that thing to 0.35, right now looks unbelievable. 3º can you please set the recycle unit to also recycle fertilizer. Love your mods and congrats for the parts on the squad folder. Best regards
  14. Hello Voicey99 and TheRagingIrishman @Voicey99, true, but that's why I'm asking RoverDude and not TAC because is harder for them to adapt parts they don't know, is faster to do it from Rover side. @TheRagingIrishman, well I can do that, sure, no problem. Yes I know I can mod the files and change the outputs and even create new parts using the same scripts to control the conversion but that spoils the fun, and besides is best for immersion to have to deal with the parts you have and not create/cheat to add stuff. Any way its a idea and I will check out github, best regards to all EDIT: I change this part (see below), the outputs are a bit off but I will change them to more realistic values
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