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Harrie

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  1. I've been using this for a Cinematic I've been making. I came across an overflow issue when you have a bunch of anims. I made a simple fix to display them all in the list, therefore stopping the error. I can upload the DLL if anybody is interested.
  2. @Drew Kerman & @Rath - Thanks for the replies. The idea of having both completely went over my head at time of writing. Thanks for the feedback!
  3. Hey! Sorry for the reply that took forever. @Jahulath - Yeah! Basically. You record a ship's flight and then can replay it. It tries to match the thrust and attitude of your vessel to 1/10th of a second. More improvements will come soon-ish, trying to look at the most efficient and accurate ways to go about this before I make any drastic changes. @Rath - At the minute you can't, although that wouldn't be too difficult to implement. It's definitely something I'd have a look into if it is a popular enough need. ---------- General question to everybody: Would you like it if this mod required a part to activate it, or would you just rather have it over in the side bar? Cheers, Harrie
  4. @BananaTime101 Thanks for the response! Let me know what you think once you've tried it out. I'm also open to feature suggestions, so leave those in a comment too.
  5. @Drew Kerman - Happy to hear it! The only thing that doesn't happen at the minute is automatic action group triggering. Staging works great, but action groups aren't quite there yet. They will be coming in the next update.
  6. Hi Noname! Kind of yeah. So the Launch Assistance feature from MechJeb will be something I'll be working on in the next version. I think it's very important. Currently, you 'record' a profile by manually flying one time and then 'loading' that profile when you want to do the same flight again. Thanks for the feedback, really appreciate it. If you have any other questions, feel free to ask!
  7. Hey there guys! I'm intending to keep this brief and if you prefer visual stuff, there's a handy video that I made just below, in another section. In short, Kavionics will be a totally capable avionics system, particularly focusing on navigation and flight automation. I'm really making this mod so that I can teach myself basic astrodynamics and awesome rocket design. I also feel that KSP could use a mod like this, especially on top of things like RO. So, grab yourself a download and start reporting bugs! Currently, the mod is only really a system that allows the user to 'record' a flight and then have the exact same flight/ ascent replayed automatically. The idea is that you'd build a launch vehicle, and then launch(or simulate it in RO), however, before you initially stage so that your vehicle takes off, you begin recording. When you're ready, you stop recording. Then, in another flight, hit load and Kavionics will replicate almost exactly what happened on your recorded launch. However, this is just scratching the surface, below is a list of our future confirmed features. Ascent planning system - you can have autopilot get you into orbit. As you can imagine, this is a big task and as such will take a fair amount of time. Anomaly detection - Detects differences in your recorded flight path and current flight path, and flags up potential issues. More readout information - Add-ons like MJ and Kerbal Engineer do great jobs at this, but it'd be nice if it was included in Kavionics. There's a huge scope for Kavionics to accomplish so many things. With the help of your great ideas, it could develop into a hugely useful tool for anybody who plays KSP. If you want to suggest a feature, leave a comment below. I promise I will read every comment and respond to as many as possible. Watch Demo Video Here! This is just a simple video that I made in order to show the basics of the Kavionics. If you're a content creator, feel free to make a video on the subject and leave a message below if you have any questions! Github - Download Here Spacedock - Coming soon Release Notes v0.0.1 Record and load your flight profiles, making it easier to repeat launches. Get basic ascent data readouts, such as downrange distance and altitude. Groundwork for anomaly detection I'll be the first to admit that there are going to be bugs in most releases. However, by reporting these bugs you're helping immensely! To report a bug, simply leave a comment on this post and let me know the details. However, please do check the known issues section below so that we can avoid reposting. Known Issues Downrange distance glitches out for the first ~2000m downrange. I believe this to be due to a numbering problem and not an issue with the Math. Have fun, and please leave some feedback below! PS: To any devs that might look at the code, it's super messy! I pulled an all-nighter and messed around with a bunch of things. I'll work on cleaning it up and push the updates to the repo tomorrow.
  8. The biggest thing for me is on-the-fly fixes to things going wrong. No, I don't mean the Alt-Hold-F12 trick. I'm working on some stuff that'll hopefully add more of it to the game. I'm talking Apollo 13, square peg in a round hole type stuff.
  9. Am I right in thinking that this code is used to change the attitude of the vessel? Looking through again, I don't see a point where you specify a pitch and heading to point towards. Am I just understanding this totally wrong?
  10. Never mind, just had a proper look through that and realised what it does.
  11. Hey Crzyrndm, I was just looking at the code you linked above. How necessary is the updateAttitude() method in VesselData? Does this perform the actual attitude adjustment or is that done within the TweakableSAS class? I assume you use the VesselData class as a storage for vars, but the updateAttitude method is called at the beginning of your SASControl method. Can you provide any guidance? Thanks!
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