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qfeys

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Everything posted by qfeys

  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
  15. Hi, I've been a couple of days offline because of exams and stuff, and to see on my return that I've made it to modding Mondays is totally amazing. I noticed that there are two questions that keep returning: 1. How does this mod work? It first calculates the torque each engine is capable of and when a steering command is given, by yourself, by SAS or by anything else, it adjusts the throttle based on this torque. An engine is incorporated in the calculations when: it possesses the module "ModuleEngines" and when it's field "throttle enabled" is TRUE. This includes all the stock liquid engines, and excludes the SRB's. Also the thrust is assumed on the y-axis of the engine, which might not be true for modded engines. If anyone knows a more elegant solution, let me know. It is also worth nothing that my mod doesn't balances your craft, SAS balances your craft, and my mod picks up SAS. 2. What do the sliders do. Thrust factor: This sets the aggressiveness of the mod. With this to max, complete engines will completely shut down, even on minor corrections. The minimum does almost nothing to balance things out. I don't know what the ideal amount is, so let me know what your experiences are. Mean Thrust: This is what the thrust is of all the engines when no control input is given. 100 means that all engines burn max, and when an input is given, some burn less. Less, eg 80, means that thy will standard burn at 80%, and when an input is given, some will thrust less, others will thrust more.This will give you more control. More than 100, eg 120, means that all the engines will thrust at max, and when a small input is given, nothing will change. Only when a throttle change of more than 20% is asked, the engines will react. This might be handy when you think your standard control mechanisms (gimbals, reaction control, control surfaces) are most of the time sufficient. I hope this clarifies some things and that you may have a lot more fun with it. qfeys
  16. It doesn't handle SRB'x. The way it works is it takes the steering commands and sends them to the engines. So if you engage SAS and light some SRB's, The SAS will send steering commands to sabelise, and these will be picked up by the mod and send towards the engines As said: The engines will pick up any command send by anything and try to execute the torque. It should work on any part with the module "ModuleEngines" and that can throttle, but I haven't test it on other mods. If someone would, I would like to hear the results.
  17. Due to change of developers, this is no longer the main thread of this mod. Find the main thread here. Throttled Controlled Avionics V1.4 This is the final version All development will be ceased This recently developed avionics package will start tweaking the throttle of individual engines to provide a new level of attitude control to rockets and other craft with multiple engines. Above that, it will make sure that your thrust is always neatly balanced towards the center of mass. Now it becomes possible to: Shoot peaces of art into space Have rockets with engine out capebilities Fly balanced VTOL's And fly absolutly unbalanced VTOL's You can also fly THIS Seriously, who designed this thing?!? Now, new in 1.4: Reaction control engines detection Now you can put engines literally all over your vehicle. This system will make sure that only the appropriate engines fire, while all the others will keep stabilizing you. If you want to try this for yourself, feel free to download it at CurseForge. Download Don't use this. Use the link on top to 1.4.1 instead. Warning: for this mod you need Blizzy78's toolbar. Find it here. Changes in 1.1: Incorperation of blizzy's toolbar Countious update of the engines and some little things Changes in 1.2: Save op to 3 different settings A nice indicator in the toolbar that tells you whether TCA is working or not TCA is now standard off And there is an in game manual For other modders: There are now 2 public functions you can call: "public bool IsActive()" and "public void SetActive(bool)". With them you can toggle whether TCA is on or off. Changes in 1.3, all made by Zenka (Open source FTW): Checks whether engines are ignited or not, so engines that are not yet staged or deactivated buy GUI or actiongroup are unavailable for the calculations. Support engines of the type ModuleEnginesFX (like RAPIERs) along normal engines. Supports parts with multiple engine parts (such as RAPIERs) No longer stops looking for engines after finding an SRB. Changes in 1.4: Detection of reaction control engines Multiple command pod support Enable and disable TCA with 'y' Will properly disappear on 'F2' Requires electric charge to be present (But will consume non) With 1.4 the development of this mod ends. This last version took me way to long and at many points I felt like I didn't want to continue. This was my first project that was not a school assignment and I am really happy about it, but now I want it to be finished so I can focus on other things. Maybe you'll see me again later with something else. If you would like to look at the code, it is on Github here. If you would like to make changes, send me a pm. I should read that at least a couple of times a week. Much thanks to blizzy78 for the toolbar I could make use of and to Zenka for the 1.3 update. Also thanks to all the other modders who's code I could look into. I learned a lot from you. (I love open source) Instructions: Extract the zip. Merge the GameData folder with that one of your KSP install. Be aware you need Blizzy78's toolbar. Find it here. HINT: The more engines you place, the more your craft is stabilized. FAQ: 1. How does this mod work? It first calculates the torque each engine is capable of and when a steering command is given, by yourself, by SAS or by anything else, it adjusts the throttle based on this torque. All throttleable engines should be usible. Also the thrust is assumed on the y-axis of the engine, which might not be true for modded engines. If anyone knows a more elegant solution, let me know. It is also worth nothing that my mod doesn't balances your craft, SAS balances your craft, and my mod picks up SAS. 2. What do the sliders do. Sensitivity: This sets the aggressiveness of the mod. With this to max, complete engines will completely shut down, even on minor corrections. The minimum does almost nothing to balance things out. I don't know what the ideal amount is, so let me know what your experiences are. Mean Thrust: This is what the thrust is of all the engines when no control input is given. 100 means that all engines burn max, and when an input is given, some burn less. Less, eg 80, means that thy will standard burn at 80%, and when an input is given, some will thrust less, others will thrust more.This will give you more control. More than 100, eg 120, means that all the engines will thrust at max, and when a small input is given, nothing will change. Only when a throttle change of more than 20% is asked, the engines will react. This might be handy when you think your standard control mechanisms (gimbals, reaction control, control surfaces) are most of the time sufficient. I hope this clarifies some things and that you may have a lot more fun with it. For more help, you can consult the in game help (The button with the question mark in the top left of the TCA screen). Cheers This file and source code is licensed under creative commons (CC BY-SA 4.0)
  18. Maybe once difficulties get implemented, the harder ones could let the planets and moons have some axial tilt.
  19. I didn't know about kerbcon, but it seems like it's been months sins it's last been updated. The effect it seems to achieve is similar, but the underling mechanics are different.
  20. I just did. Next time I'm working on it, I'll probably integrate it. Thanks for the suggestion.
  21. That's exactly what it does: it changes the trust of the individual engines for increased control. The main thing is that it makes asymmetric build vehicles controllable, also by not letting every engine push with the same force.
  22. This is an old thread. For the new thread, click here I present to you: Throttle Controlled Avionics For all those times you have a lot of engines, but not a lot of control. This plugin solves this issue by throttling some engines down a bit. Or a lot. Or shuts them down. But the amount of torque provided is so much that you can recover from almost any nosedive. It also becomes VERY easy to control a VTOL, as their engines are far apart, and thus providing a lot of torque. Now availible at spaceport. http://kerbalspaceprogram.com/throttle-controlled-avionics/ This is my first mod I've ever made. Any feedback would be most welcome. I hope you enjoy it. Qfeys EDIT: typo
  23. I think many people seem to forget something: They're not going to use current equipment. They're going to use the equipment of 2023. Don't forget that SpaceX is planning to have fully reusable rockets against that time (which I think they will have) and that Planetary resources wants to have orbital fuel stations available (which might be tight, but I give them chances for success). I don't know how much the people of MarsOne have calculate this in (I guess totally not, to be sure), but if the costs of a rocket goes 1/100, trips to and from mars will be lots less expansive.
  24. I would like to add some biochemistry. We can know for sure that all life will be based on carbon. That's cause that is the only atom that has enough binding places to make complex molecules AND can form long chains. Silicon for example can't be placed with more than 3 in a row. It's too unstable. It has been tried in labs, but you can't form chains with anything but carbon. If life has carbon, than it will also have hydrogen. That's cause hydrogen is necessary to 'fill in the gabs' on the free binding places on the carbon. Without hydrogen, also no carbon chains. This brings us at our first complex molecule: fats. Fats are mostly composed of one or more long chains of carbon with hydrogen. This way we can assume that alien life could have something fat-like. On earth, we use fats and fatty acids to make structures (membranes) and/or to store energy. Next, we need some solvent, so that all the molecules can react easily. Two mayor candidates for this solvent are water and ammonia. These are good solvents, posses acid-base properties and can so be used in the reactions themselves. However, according to wikipedia, oxygen is way more abundant than nitrogen, so we expect to see more water than ammonia. When we look at comets, this is also what we see. All together, we can assume that most life we encounter will be water based. Water has limits on when it can be used as a liquid. These limits are made by temperature, pressure and dissolved minerals. You might want to look for planets where these conditions are met. With oxygen, our fatty acids are complete. Also the rest of the fat can be made. Why life on earth chose to make these, we do not know, but there might be a reason... The next complex molecule we can make with oxygen are alcohols and sugars(which are chemically just alcohols). Experiments show that 5- and 6-rings are the most stable ones. However, there are 8 possible 5-rings and 16 possible 6-rings of sugar, and it's possible to make other variations to the design. On Earth, life has mostly chosen for fructose as 5-ring and glucose as 6-ring. Why we do not know, but also here, there might be a reason... Sugars, as fat, have a structural function, and energy storage. On earth, the rest of our body's are the atoms nitrogen, phosphorus and sulfur, the ions sodium, potassium, calcium, chlorine, magnesium and iodine, and the metals iron, cobalt, copper and zinc. Despite the fact that thy are more rare, it are these that are necessary to make the really interesting molecules in our bodies, like DNA and proteins. This way, we can not know what the molecular composition of alien life will be. However, some people think it is coincidence that life developed the way it did, here on Earth. Other ones think there must be a reason. The truth is, we will only know when we meet others; like us, or not. I hope this clears things up (If you can be bothered to read). Chears
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