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Found 20 results

  1. A while back, I learned about setting flow control for resources that are shared over an entire vessel, such as RCS fuel. Today, however, I came to wonder if I knew what I thought I knew. My ship, Far Traveler, has a 2.5 m RCS tank in the transfer stage (250 units), four "roundified" external tanks on the lander ascent stage (60 units), and the usual 10 units stored in the command pod. On its first real mission, I never had a problem with RCS until after decoupling the transfer stage to test the lander during aerobraking -- and then I found out both the lander's roundified tanks and the small capacity of the Mk. 1 command pod were depleted. Now, either I ran everything dry just about the time I decoupled (unlikely, since I was turning off RCS between intentional uses to avoid having it cause orbit drift when used for stability, though I can't say I actually checked; last time I'd looked, after using RCS for a very, very small correction burn, there was about 40% left), or my flow priority (30 for the transfer stage tank, 10 for the roundified tanks, and -10 for the command pod's tank) worked backward from what I expect. Suggestions?
  2. MandatoryRCS This plugin revisit the stock balance between the overpowered reaction wheels and RCS thrusters which are useless outside of docking situations. It does not propose a more realistic simulation of reaction wheels but is a collection of tweaks aimed at limiting their functions and balancing the gameplay. Reaction wheels are turned into stabilizers, preventing your vessel to spin out of control and keeping it pointed at the direction you choose in the SAS autopilot. But they have a very low (and somewhat realistic) torque power when the pilot or the SAS request a pitch, roll or yaw rotation. This mean that like in real life, most crafts always need a few RCS thrusters (and propellant) to have orientation authority, but you still get most of the playability benefits of overpowered reaction wheels. As a side benefit, the plugin also fix the "timewarps rotation stop" stock behaviour, and introduce a few related features like keeping the vessel oriented toward the SAS selection in timewarps and when switching vessels / reloading the game. Features Reaction wheels nerf Reaction wheels have two different torque power, the stock one and a heavily nerfed, somewhat realistic one. Nerfed torque provided on pilot or SAS rotation requests. Stock torque when SAS "Stability mode" is turned on. Stock torque when the vessel has reached the SAS selection (prograde, normal, target, etc). Torque output is affected by the vessel angular velocity : the faster the vessel rotate, the weaker reaction wheels are. Pods and cockpits built-in reaction wheels can't be controlled (they don't respond to pilot/SAS input) but still provide SAS stabilization. Reaction wheels in probes cores and independent parts can be controlled. Hiding of irrelevant reaction wheels right-click menu options and action groups. Rotation persistence trough timewarp and reloading Timewarping will not stop the vessel from rotating. Rotation is restored after timewarping, switching vessels or reloading. Rotation is not continuously calculated for unloaded (on rails) vessels, for minimal performance impact. SAS autopilot persistence trough timewarp and reloading The vessel will keep its orientation toward the SAS selection when timewarping, switching vessels or reloading. The SAS selection is remembered and restored when switching vessels or reloading. Customization Features can be enabled, disabled or tweaked in the ingame "Difficulty Settings" menu. Instructions & notes Download & source I highly recommend that you grab it from CKAN ! But you can also get the latest release and source from github Requirements This requires the ModuleManager plugin to work. You can download it here Incompatibilities (Semi-)Saturatable Reaction Wheels : can still be used but the reaction wheels features will be automatically disabled. Persistent Rotation : can still be used but the SAS and rotation persistence features will be automatically disabled. Recommendations RCS Build Aid (Forum post) - Editor plugin to help you place your RCS thrusters efficiently. RLA StockAlike (Pictures) - A light part packs featuring (among other things) some super useful small RCS thrusters, monopropellant tanks and engines. Disclaimer This is my first plugin and I'm far from a skilled programmer, so the code for this may be ugly. As far as I know, it does the job and doesn't break the game. However, keep in mind that I don't really know what I'm doing. If anybody has the time to review and comment my code, I'm open to suggestions and pull requests Thanks @MarkusA380 for figuring out how to make vessels rotate, you saved me a lot of time ! The whole KSP community for its awesomeness ! Licensing This masterful work of art is released under the unlicense. So public domain, feel free to do anything, especially updating this plugin if I'm not around. Changelog Known bugs and glitches Getting out of timewarps with the SAS direction hold activated input a large roll "kick", most visible at high timewarp levels. I tried a lot of things to find out why this happen or fix it, and failed. When switching to an unloaded vessel with its SAS in "target", "antitarget" or "maneuver" mode, the orientation change is applied a few frames after the vessel is unpacked, leading to the rotation event being visible to the player. Won't fix as this is minor, purely cosmetic and fixing would require large modifications. v1.2 for KSP 1.2.2 (feature) Ingame settings menu with compatibility checks for SSRW and PR plugins. They can now be used alongside the plugin, incompatible features are auto-disabled. (feature) Torque output on pilot/SAS input is now very low instead of disabled. (feature) Torque output on pilot/SAS input is still disabled for all reaction wheels in manned parts. This can be overridden/customized trough a "isControllable" parameter available in the module config (see the default patch CFG for more about that). (improvement) In SAS target mode, reaction wheels provide torque only if they have closely reached the target first (less "magnet effect") (improvement) Refactored several things in ModuleTorqueController, now a bit less dirty. (improvement) SAS target hold in body-relative modes (pro/retrograde, radial, normal) is now disabled when the vessel SOI change. v1.1 for KSP 1.2.2 (bugfix) Fixed SAS orientation being applied when not reached on initiating timewarp (woops) (bugfix) Tweaked a few things to prevent the perpetual SAS roll overshoot. v1.0 for KSP 1.2.2 (feature) The torque output from reaction wheels is now affected by the vessel angular velocity : the torque output decrease when the angular velocity increase, down to a minimum of 5% when the angular velocity reach 45° / second. (bugfix) Fixed reaction wheels providing a bit of torque when switching SAS from stability assist mode to a target hold mode after loading a vessel (fixed by forcing module deactivation every fixedupdate) (bugfix) Fixed SAS overshooting its target when using RCS (Fixed by explicitly setting reaction wheels torque to 0 when the module is disabled) (bugfix) Irrelevant reaction wheels action groups options are now hidden Perhaps planned features Reaction wheels saturation over time when landed. (Maybe) Make reaction wheels able to "help" RCS thrusters by providing torque when they are activated, lowering the RCS fuel consumption. A part pack of RCS thrusters, MP tanks and orbital MP engines (soon ) Realism notes The way reaction wheels work with this plugin isn't realistic. This said, in lowering their torque output to realistic values for maneuvering, this plugin make the playstyle a lot closer to the reality without cutting too much on playability. In real life, reaction wheels and control moment gyroscopes (CMR) can provide only very small amounts of torque. For example, each CMR on the ISS is rougly 1.2 meter wide, weight about 280 kg (source) and provide only 0.258 kNm of torque (source). Now compare that to the 5 kNm provided by the 0.625m, 50 kg small reaction wheel in KSP.
  3. Hello. I am currently playing with asteroid and I have an issue with attitude control of one of them. I have USI Asteroid Recycling Technologies installed. This mod modifies the mass and density of asteroids as so they are bigger and denser than stock (a C'ish' asteroid becomes big as an E'ish' one and so on). In order to steer the asteroid I have placed 2 ships on the opposite sides of it and they are equipped with a lot of RCS. When the ships are detached the RCS is behaving like it should but when they are attached to the asteroid not even a single drop of monopropellant is used and I have to rely only on reaction wheels for attitude control. How is that? Is there any option that can enable the RCS to work even when attached to an asteroid. As a side note I would like to stress that I do have Mechjeb installed too and I tried fiddling with its options but to no avail. Thanks
  4. Ok, I acknowledge that this may be an old idea, or perhaps in the wrong area. If so, I am sorry. I don't usually poke my head up for air. I looked around for a mod similar to what I was thinking of and found none. If perhaps I missed it, then I would certainly love to know about it. Quite frankly, I got sic and tired of carrying cumbersome extraneous RCS tanks. I would rather just carry a few batteries linked to a recharge system. I decided I wanted a Star Trek style energy based attitude control system. Now, yes I know the Impulse engines in Star Trek were not stabilization and control systems, they were sub-light engines. Well it was the closest analog I could think of for my purposes. I am willing to hear better ideas. Basically, I attempted to use the skin and specs from the large "Omnilight" from B9 Aerospace and combine them with the RCS control function of a standard RCS blister. I replace the mono-propellant cost with a low electric charge cost and rationalized it with a half-assed explanation of some "superconducting magneto-plasmic ceramic alloy" pseudoscience. Basically, I just wanted better, finer control in space flight without carrying bulky mono-p tanks that inevitably run empty. Plus the blinky lights would be cooler than that little mist spray effect. I wanted the lights to flash yellow or orange when the Retro control "field" is active, but so far they just shine white constantly and provide no reaction or control at all. Undoubtedly I've made numerous errors, but hopefully someone else sees what i was attempting. And hopefully, it's a viable idea. It's sloppy and jammed together. Again, I'm sorry. I will not claim to be a programmer or even to understand code. It's a crude effort, so please forgive my limited abilities. If anyone thinks this might be useful, can be improved upon, corrected, or etc; I would be most interested in hearing feedback. Perhaps you could help in straightening out this little project of mine. Or at least point me in the right direction. Thank You In all it's glory, here's it is: ***After considering for a bit, I realized the term RCS would really no longer apply to a part operating in the fashion I am proposing, so I guess I am trying to make an ICS- Impulse Control System.*** PART { name = MontSco Experimental Heavy Imulse RCS Blister Antonius I module = Part author = GNL MODEL { model = B9_Aerospace/Parts/Utility_Light_N/N2_Omni_Large } scale = 1.0 node_attach = 0.01930076, 0, 0, 1.0, 0.0, 0.0 TechRequired = specializedControl entryCost = 400 cost = 100 category = Control subcategory = 0 title = MontSco Experimental Heavy Imulse RCS Blister Antonius I manufacturer = McCoy Engineering Enterprises description = The mp reaction control Impulse pads works by imparting a gravitational force via newly invented Duradymian superconducting magneto plasmic ceramic alloy. Provides superior maneuvering and stabilization of spacecraft with no need to carry tanks. attachRules = 0,1,0,0,0 mass = 0.05 dragModelType = default maximum_drag = 0.001 minimum_drag = 0.001 angularDrag = 2 crashTolerance = 25 maxTemp = 3100 PhysicsSignificance = 1 bulkheadProfiles = srf MODULE { runningEffectname = ModuleRCS lightName = light_N1 useAnimationDim = true useAutoDim = true lightBrightenSpeed = 10 lightDimSpeed = 10 ignitionThreshold = 0.1 minThrust = 0 maxThrust = 12 heatProduction = .04 animationName = B9_Utility_Light_N1 useResources = true PROPELLANT { name = ElectricCharge ratio = .1 } } key = 0 220 key = 1 120 key = 4 0.001 }
  5. The title says it all, I'm looking for 0.625 Radially Attached Tanks that work in 1.2.2. Hope the KSP Forums can help xD
  6. When making an RCS, do you make a 'thust transform' in each of the directions of the RCS and name each one 'RCSTransform' or some similar thing in Unity?
  7. Kerbals "auto adjust" RCS on their own while on EVA. For example, when I hit Q or E to "spin" there is some sort of automatic adjusting that the RCS thrusters do. It is VERY annoying to me and I'd LOVE to disable it somehow. Any suggestions? To recreate this, simply perform EVA, engage RCS, hit the Q or E key and observe the game auto adjusting your kerbal.
  8. This mod will be a collection of RCS and hypergolic engines. I won't limit myself to hypergolic RCS as such though. I just see a lot of cross-over. Eventually I'll be looking at Realism Overhaul (can't see people wanting much in the line of main hypergolic engines without that), but for the moment I'm just developing using a dual config, one for stock, and one for RealFuels. So, the plan is basically a bunch of RCS block types. A few inline RCS modules (more on that in a sec). And some main engines of a few sizes, plus some larger side mounted engines (like the "puff", but bigger). Why? Because turning big craft with stock RCS is tedious, and often results in catastrophic failure due to lack of manoeuvring speed. And because on really small craft, stock RCS massively overcompensates, and looks ridiculous. So, more than one size is needed. I looked, and there are mods that include different RCS, but along with other stuff. And I'd have needed one mod to grab small RCS and another to grab big RCS. So far I'm mostly working with 3 sizes, stock, stock x2, and stock /2. That's double and half measurements in each dimension, so eight times or one eighth mass and thrust. Inline. While trying to figure out how to do inset RCS (see space shuttle nose etc), I decided I'd do short fuselage parts with RCS inset into them, and a core of a Monoprop fuel tank. So far I have one design, and it's in two sizes, with a pretty awful texture mapped on. 3.75m and 2.5m. Obviously it needs more options than that, which I'm working on. Including adapters between bulkhead sizes/shapes. Thrusting hypergolic engines. I'm not super sure how much of this I'll get into. I'll be looking at at least some different sizes of something like the stock “Puff” engine. And probably a basic inline engine. I probably won't make any of them particularly big (aka, no 5m radius monster hypergolics) as it seems unlikely hypergolics would be used when the added complexity of turbopumps etc becomes so much less cumbersome. And there's none of these yet. Download link http://spacedock.info/mod/71/TD%20Industries%20RCS%20and%20Hypergolic%20engines Pretties; Updated to v0.2. Still the same list of parts, same behaviour. I've updated textures etc, and made some minor adjustments to placement of nozzles. Inline parts no longer look awful.
  9. Hi Guys, Having real issues with my (fairly large) Duna probe in an RT install... my signal delay is up to about 2s and I'm trying to do a course correct ion burn... however I'm having major issues aligning with the manouver marker. Neither the ASAS nor the flight computer can actually align to the node - they just circle around it always over-correcting and wasting precious monoprop. I've checked in both RCS buildaid and as the manouvers are conducted and there's no errant 'spin' imparted by unbalanced RCS. Nor is the probe itself unbalanced... it just burns like cray in one direction, overshoots, and burns like crazy back again, like a beagle puppy on a polished timber floor... My only thought is that the computers can't cope with the sheer mass (and thus inertia) of the probe - it does weigh in at some 47,000kg... Though I packed SpaceYRCS5x7 thrusters in an effort to compensate... Help?
  10. Hi, i want to build an HTHL spacecraft for HL in Minmus, and was thinking about using rcs thrusters to compensate vertical descent while still can operate with main engines just in case. Is that possible? How do you do that?
  11. Hello, I am not the only person in my playgroup experiencing this issue - I am trying to put RCS engines on a craft for orientation and stability, but am always running into an issue in that the game constantly says that there is no monopropellant getting to the RCS systems. I've configured both the tank (tried both procedural and stock monoprop tanks) and the engines for Hydrazine, but still won't show that they're getting fed. Here's a Steam screenshot - I've tried putting the RCS ports in different places, and tried a few hypergolic fuels, and nothing works: http://steamcommunity.com/sharedfiles/filedetails/?id=728219557
  12. Hello, guys! I don't usually post on forums, I prefer to plow through google's answers first. When the answer is not there, I consider my problem unsolve'able However, this time the thing feels so dumb, and I believe there must be a way to resolve this. So. Every time, when I attach both standard monopropellant thrusters and vernor engines, thruster simply stop reacting to any commands. Can't simply turn them on as the game says they're not disabled or anything. What is happening, is this intended? Can I fix it while on orbit? Cheers, BigGuy
  13. I have a base on Ike, but I can't use RCS to fly? It's as if Ike has the same gravity as Kerbin? Anyone else experience this?
  14. How do I unlink the RCS/gear/etc. of my docked mini-ship subassembly from the main ship? I have a large ship with a docked scouting ship. When I turn on RCS, or press 'G' for gear, the mini ship works along the big ship. I want to unlink these ships. The mini ship is in a bay and does not need to fire its RCS or deploy its gear when the main ship is landing or maneuvering.
  15. What RCS option "Always Full Action" means? Google returns 0 results for ksp "always full action" P.S. Now Google returns 1 link - this.
  16. Hello there, I'm building a docking trainer while playing in sandbox and I have a couple of questions: 1) I am placing RCS blocks on my space craft and the only way I can see to place them equidistant from the COM is to use another part as a reference guide like so. Is there a better way? (without mods for now, I only use MecJeb for the moment and will mod up with the upcoming 64 bit support for windows with ALL the mods ) 2) I have found on a un-kerbeled re-entry using SAS and one of the probe cores to hold retro-grade that the 150 charge of the capsule is used up very quickly. The capsule stabilizes eventualy without power but I worry if I have a re-entry from interplanetary speeds with a live crew it will not do that in time before it explodes. Is this something to worry about? Thanks in advance!
  17. Using RCS on rotation mode sometimes induces translation, which makes docking really hard. It seems the thrust of each RCS thruster depends only on their position with respect to the center of gravity. The problem with this is you have to place thrusters exactly the at same distance from the centre of gravity for them not to give you unwanted translations. I think it would be nice if the thrust of each thruster was balanced to give you full translation or rotation instead. This way you could just place your rcs thrusters as far apart from each other as possible for maximum moment.
  18. (I think this is a general question and not particularly related to any specific craft - but if a specific example would be useful then I can upload one later.) I recall reading that attaching items radially are affected by drag, and that items attached in a stack are not. What happens if you attach an RCS thruster behind a wing (where you would usually attach control surfaces)? Is that radial or stacked, and (more importantly) is it affected by drag? I think that I also recall reading that it doesn't matter how it has been offset and rotated, the item still behaves the same as if it were not offset or rotated. I assume that this means that I can make a RCS thruster look like it is attached on the body just behind the wing, when it is actually attached to the wing just next to the body? Final questing: do RCS thrusters work inside cargo bays? IRL that would not work, but I wonder if the game engine is simplified enough to get away with it.
  19. So. I have two mods installed. TweakScale, and ModuleAnimateEmissive. Something I have noticed is that when I am getting close to a ship (Kerbal or other ship) and I try to use SAS or RCS, the other ship starts to move as well, making docking or getting into a ship while in space impossible. (side note: even when I have a ship face normal/anti-normal and then get to it, it's moved as well. Maybe it just does that if another ship moves at all?) Anyway, I also am running KSP independently of Steam, so I can update when I've saved my games. Any ideas as to what is happening? A Fellow Rocket "Engineer", CrashJay
  20. Hi all, I'm having an issue with RCS effects pretty much disappearing in 1.0.5. Routed the issue to Realism Overhaul, so I tried a fresh install of KSP and CKAN installed RO with its dependancies, with no fix. Taken a screenshot with and without RO installed: http://imgur.com/8Nx5IY7 The FX don't completely disappear, but appear to be stuck on the 'lowest throttle' animation. I think it might be something to do with the RCSFX Module being incorporated into stock? I tried a load of troubleshooting but i can't seem to pin it down, The FX only come back when i remove RealFuels configs from parts. Playing on OSX 64bit. Anyone getting the same? ideas? Cheers!