Jump to content

qfeys

Members
  • Posts

    26
  • Joined

  • Last visited

Reputation

18 Good

Profile Information

  • About me
    Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. It's on github. There is a link in the main post, just after the version history. I know it's a little bit obscure, so I'm going to make it a bit more obvious. If you want to edit the source code, send me a pm with your github name.
  2. Yes. I thought I had fixed that. Aparently not. As I told, I'm not gonna continue with this mod, but if you (or anybody else) can write a fix, send it to me and I will post it here with your name as credit. That's probably bad testing from my side. It's probably an easy fix, but I don't want to go through the hassel of going through my code and reposting everything. If somebody (not me) ever makes a new version for this mod, I'm gonna make sure that this is fixed. Until then, I'm sorry. Sorry, this feature does not exist. What you can have are reaction control engines which will be standard zero, whatever your thrust, and get activated when you need their thrust for steering. You need to have 'detect RCS engines' option ticked on and these engines have to be at a different angle than your chosen direction. That's weird. I'm not sure why that happened. Are you sure that 1) these engines are really causing the spin and 2) that you have enough engines at both sides of the center of mass. This mod can fly really wonky designs, but there need to be enough engines at every side of the craft. I'm sorry. The 'thrust limiter' is the basis of this mod. It is available on every stock part and intended to balance the thrust of your spacecraft manually. If you really want this to work, I suggest that you ask the person who makes Firespitter to add this to his parts.
  3. Actually, you can already toggle the functionality by pressing 'y'.
  4. This file and source code is licensed under creative commons (CC BY-SA 4.0) I've added it on the main post.
  5. The problem is that increasing the range of the slider reduces the resolution on it. I could maybe set it to minimum 60, or use a nonlinear scale, but I think it is easier to disable some of the main engines and use the upcoming reaction control function on all the smaller engines. Also, I'm still working on it, but I have some problems with exactly this feature, to figure out what direction is forward. Also I'm having exams.
  6. Well, Zekna has started to put some pressure on, so 1.4 begins to come together nicely already. And it will be the best version up to now.
  7. TCA is now available at CurseForge. See the first post for the link, or click here.
  8. Okay, I hadn't been reading this thread for quite some time, and now I've seen that there are enough things to work on. I would actually like to publish it shortly after 0.24 comes out, what seems to be in a couple of weeks. The things I would like to implement are: Close the screen on F2 and activate TCA on hot key (tbd, give your suggestions) Set the standard throttle of engines with "very wonky" directions to be 0, so they are only used for steering. I am thinking to use a slider to determine the "wonkyness". About using power, I'm not quite sure. TCA doesn't have any "moving parts" so to speak, so the actual power usages would be minimal. Also using power is a part property, and I'm trying to stay away from parts. What I might be able to do is check if there is any electric charge available. no charge is used, but if the computers shut down, all engines go to 100%, unless the steering engines, who go to 0%. Please give feedback on this idea. I had also been thinking of placing TCA in the tech tree. I would put it on "Flight control". I'm not yet sure if I can do this, but please discuss. To be clear, I have not given up on development, I was just waiting on 0.24 as I thought that is was coming out soon. All your feedback is welcome. If there are any more idees you would like to see, please leave it here. Also I will right now transport TCA to curseForge. qfeys
  9. As far as I know, the control should not invert above the CoM. An engine placed left of the CoM will give always the same torque, regardless of the height it's placed on. The torque is only dependent of the so called moment arm. (wikipedia)
  10. I've seen your message and replied. I would like to put your code in the official version. About the development. I was planning to make a new version in a couple of weeks, but I don't know what features that you all want. So If anybody who knows a cool feature for TCA would post that, I will try to implement it.
  11. Thanks. I saw many had asked for that, so I implemented it. btw, if you have problems with the rockets shaking themselves apart, you might consider lowering the 'Thrust Factor'. That should make it less aggressive.
  12. Version 1.2 is out. I will update the forum post immediately.
  13. Actually, I liked the idea that you don't have to put an additional part on each ship, that's how I made it. So, unless lots of people ask for this, I'm not going to do that. I don't think most people would change the values dramatically anyway.
  14. I tracked the bug. The torque is calculated based on the root part, and not on the controlling pod. I will make a fix in the next update, which will be in ~2 weeks. In the mean time, only use it while controlling from the root part or something with the same orientation as the root part. I'll do it
×
×
  • Create New...