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Zenka

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Everything posted by Zenka

  1. Hey all, I've worked on this mod in the past. And recently retaken interest in KSP again. Meaning I'm once again fiddling with TCA. In the end, I want it to help control VTOL's a lot more than it does now. But that's future dreams. While I'm at it, I can make sure it runs on the latest versions and incorporate small changes if people so desire. As is proper, I'll push my changes to the github. Contact Qfeys if you want to help out.
  2. Wouldn't simply turning down the main throttle work in low G? I haven't tried this myself, but TCA is reactionary (since SAS is) so I see no reason to believe TCA won't work at low thrusts. (might not be a very smooth experience though )
  3. @qfeys, are you working on any of the recent suggestions? If not I can take a look at them. Things I would like to look at: -TCA requires power, like SAS does. -The window should hide when using F2 -Hotkey for toggling TCA (and SAS) -Awareness and handling with engine facing outward or inverted: Assigning engines would be quite a hassle. For now I use action groups for such things, but it would be nice of TCA did that for me. When I look into it, I will try to keep the elegance of the mod intact. Meaning, it will know if engines are facing the wrong way, for it uses that information to determine which engine to use for steering. So it would know if they are no help at forward thrust and disable them. Same goes for side engines that you could use for giant RCS. @Colmo, I'm guessing you need to bind TCA to a part to incorporate it to the tech tree. In my mind, TCA _should_ be part of stock SAS. Which, at this point, you get for free as well. I'll make it qfeys' call @evilC. I haven't noticed sluggishness when in SAS, for when you turn, SAS is temporarily disabled. When SAS is on, TCA will use the output of SAS to control the thrusters (much the same like it does with user input). About changing orientation of the craft mid-flight. It 'should' do fine. I'll take a look at that. @phoenix_ca: I haven't tried it with MJ, and it depends how MJ controls its crafts. If it generates SAS-output or user-input then it might work. Also, I started using this mod for a big long range spacecruizer as well, including a snub-spaceplane. Although it is quite unbalanced and impossible to keep pointing in the right direction manually; it flies beautifully with TCA. About thrusters above CoM, it works for me. TCA does not do anything with the thrust vectoring. So if KSP borges that up, it's up to them to fix it. @Kelven, there might be quite a few weird things about KSP and its codebase, but don't give up modding it The only way is upwards.
  4. I wonder that myself. I've done some work inside the mod for my personal purposes. Including supporting moduleEnginesFX support (for the RAPIERS for example). However, I've done that rather ugly; so the enginewrapper class sounds like a better solution. I'll see if I can contact qfeys about activity and weather he's ok with me posting my own version.
  5. First thing: Huge thanks for making this mod. I'm using it intensely to send unbalanced rockets to the stars and making VTOLs. Second thing: Even bigger thanks for providing the source. For I want to extend the mod to allow for translation as well as stabilization. (think of it as this: this mod now applies SAS to your engines, and I would like to do the same with RCS) Since I was in the code anyway, I noticed a bug that prevents the mod for accurately detecting engines. You will notice this when you have a big ship with SRBs on it. And it should ignore engines that are deactivated. private List<Part> CountEngines() { vessel = FlightGlobals.ActiveVessel; List<Part> engines = new List<Part>(); foreach (Part p in vessel.Parts) { if (p.Modules.Contains("ModuleEngines")) { if(p.State == PartStates.ACTIVE) //if engine is active { ModuleEngines engine = (ModuleEngines)p.Modules["ModuleEngines"]; if (!engine.throttleLocked) // No SRB's engines.Add(p); } } } return engines; }
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