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DBrickShaw

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    Bottle Rocketeer

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  1. I can confirm that KIS and KAS both work fine with Kerbalism. I'm running a lot of mods alongside Kerbalism and I'm not experiencing your issue, so maybe you can use my mod list to help narrow down your issue. If a mod appears on both of our lists it's probably not the source of your issue.
  2. Thanks so much for your hard work on reviving this amazing visual pack! I haven't seen anything beyond Kerbin and the Mun yet in my current game, but here's an album of my favourite screenshots so far: http://imgur.com/a/PV8ac I know criticism can be very draining, but I don't think anyone here means to bum you out. We're all in this thread because we want KSP to look the best it can, and people just get a little over zealous sometimes I can't wait to see where your work progresses next, and I'll post some more screenshots once I have more worth posting.
  3. Awesome, glad to hear you got that sorted out. Note that what you're seeing is the intended behaviour of my modifications. Since KillRot no longer replaces SAS you can actually toggle them independently (i.e toggling SAS on and off will change your flight characteristics even when the KillRot is enabled). I didn't change anything specifically to make the SAS and Flight Computer cooperate nicely, so when you enable both usually the stock SAS will just overpower the Flight Computer and prevent it from doing anything useful. On the other hand, I've found that occasional activation of the stock SAS with with the Flight Computer already enabled is sometimes useful to prevent the Flight Computer from overshooting it's desired attitude.
  4. Alright, I reproduced the issue by following your exact steps on a fresh KSP install. I'm still pretty sure the problem isn't in my code. I believe the issue is actually something to do with the probe compatibility patch from the original post, and some sort of issue with ModuleManager. Check if the "Remote Control" and "SAS-Equipped" flags are being displayed on the same text line on your pod pieces in the ship builder. If this is the case, the stock game is not recognizing that your ship is SAS-Equipped because ModuleManager has mangled the flag name. I never noticed this because my ships tend to feature the inline reaction wheels, which wouldn't be affected by this. In any case, using your provided configs and probe compatibility patch my SAS works as intended ("T" toggles stock SAS, KillRot is entirely separate and is enabled if the GUI button is highlighted green). I've uploaded an archive of all the RemoteTech related content in my GameData folder here, so you can check if using my exact setup resolves your issues.
  5. So I just got a chance to test out my DLL with your updated configs, and I can't reproduce any of your issues. Using your provided .craft file, my SAS works fine, and when I add RCS to the craft the RCS thrusters are fully utilized by the flight computer. Have you tried temporarily removing all your other mods and testing with RemoteTech in isolation? Maybe something like MechJeb might be interfering with your SAS? I say this because unless I've misunderstood the RemoteTech code somehow, my modified version should not be modifying your stock SAS state in any way whatsoever. I removed the control locks that RemoteTech previously placed on the SAS, and the only point of interaction is that RemoteTech will read the current SAS state to allow SAS actions to be applied without communication delay.
  6. This part should already be handled fine, as my code actually looks for both the old "ghost torque" method used in RemoteTech 0.5.0.1 and the ReactionWheel modules when calculating the torque available on a ship. Odd... I'll certainly look into this. This should already be working I think (even the unmodified 0.5.0.1 RemoteTech flight computer works fine with your RCS enabled). Thanks very much. I should have some time tomorrow to try to sort out your SAS issues.
  7. I'll certainly give it a shot, but I'm actually not at all sure why my current changes aren't already working with the new config file format. It's possible you might have hit an unrelated bug in the existing RemoteTech code. A little more information would really help me debug this. When you say you couldn't toggle SAS, you mean the KSP stock SAS and not the Flight Computer KillRot function, right? Can you still toggle the KillRot using the button in the Flight Computer GUI? What RemoteTech enabled parts did you have on your craft? I've only tested my changes on stock KSP parts with the RemoteTech stock part compatibility patch, so I might be missing issues with the new RemoteTech parts. If you could post a .craft file or some save files that I can use to quickly reproduce the issue it would go a long way toward fixing it. In any case, thanks for testing out my changes, it's always great to have another set of eyes looking for problems
  8. So I know RemoteTech 2 is just around the corner, but I just can't bear playing KSP without a (mostly) stable RemoteTech version. To solve my issue, I decided to make a couple quick fixes for version 0.5.0.1 that address the most annoying compatibility problems with 0.21.1: - Flight computer now recognizes all new reaction wheel modules when calculating available torque. This will allow the flight controller to properly control your rockets without burning away all your RCS. Note that the flight computer does not actually calculate the available torque in the direction it plans to rotate, but rather it averages the pitch, yaw, and roll power of the reaction wheel module. - KSP default SAS and Flight Computer KillRot can now be toggled independently. Flight Computer KillRot is now only enabled by pressing the GUI button (SAS shortcut key will only toggle default KSP SAS). The code is hosted on GitHub. I've sent a pull request to the main repository, but I understand if you don't want to take on the responsibility of maintaining 0.21.1 compatibility with RemoteTech 2 so close and much work to be done. For people who'd like to try out my fixes without compiling themselves, I've hosted the modified RemoteTech.dll file here. To install, just drop that file under "GameData/RemoteTech/Plugins" (it should replace the existing one). These are really just my own band-aid fixes and I haven't tested them too extensively, so use these at your own risk. If you're concerned about downloading a DLL from an untrusted site (as I probably would be), I encourage you to build the fixes from source.
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