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sashan

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Posts posted by sashan

  1. Hey, is the radiation dose my Kerbals are getting from Near Future reactors dependent on distance? I've had a ship with two reactors, and Kerbals were getting unacceptable doses on it. I've split it in the middle, inserted another 80m long truss, but the dose did not change. It also has 4 active shields btw. 
    In the process of splitting: 
    sd8dIcySIXqu7pGiqjqpGpIfjGsO9HQ10N1_CfEO

  2. Thanks a lot!
    I did quite a lot of MM configs couple years ago.  As of now I detect if the part is FAR compatible by the presence (or lack thereof) of stoch lifting surface part module.

    Another issue. May be FAR related. KSP 1.7.3. Helicopter engines dont work. Helis either won't takeoff at all despite being light enough or spin in one place as if the tail rotor failed. VTOL made using those osprey-style engines has right engine thrusting in reverse be default despite being set to "normal". If I manually reverse it it works but there's no working controls and if I try to takeoff (vertically) it again spins around yaw axis and is virtually uncontrollable. Plz halp! I need to recover Bob from where he's swimming 50km out in the ocean. ;.;

  3. Those ship parts are amazing. I've been thinking of doing something like that, even started it. Never had time to finish tho.

    If you could, could you add some corridors, structural beams and such to them instead of leaving just thin hollow shells? It was so much fun to walk around tho corridors of a ship I've made out of procedural wings. It would also make it look more realistic, and allow more realistic placement of internal parts.
    ZZIc6pB.png

    Here's what real destroyers look like inside: 
    Image result for destroyer construction

  4. Awesome. Really awesome. Especially for larger vehicles.

    So, another question. I see you are now aiming FLIR ball basing on target coordinates in world-fixed coordinate system. This leads to significant jerking and lagging when the target is moving, and to it being unable to track airplanes and helis. I propose to make it track moving targets in a similar way as tracking radar geometry part does. Make it able to track aircraft. To do it, maybe use system of coordinates that is fixed to the parent vehicle but isn't rotating? This way it should be able to track targets that have low relative angular velocity with parent craft. 
    Oh, also, ability to "track" sky would be good. If the target is outlined by sky and your craft is moving it is completely impossible to track it even when it's stationary.

    Also, another request. :) I will also post it on Github. We need ability to target the targeting pod based on scanning radar data, not only tracking one. That's approximately how Su-27 optical tracker works, for example. 

  5. I mean it's basic in terms of what's required to make orbital combat work. :) I know maths is rather involved. I'm now starting to work on guidance for missiles in orbit using Python. I think I'll deal with reference frame by selecting an inertial one that moves with parent body but doesn't rotate. If that's too far/makes numbers too large I'll put it closer but move in jumps once in a while.

     

  6. Just to clarify, are there plans to make certain turrets have their own guard mode AI? Just to make separate CIWS turrets engage different missiles automatically, even when Im shooting at land targets for example.

    I know Baha wants to do that eventually - he told it in YouTube comments I think.

  7. Would that 1.2.2 version also work on 1.3? I am sticking with 1.3 because a bunch of mods are still not updated.
    Latest release doesn't work. Pops up an "incompatible" message. And those changes like ray cast are really important for me.

    Also, is there some way to interface with mods like Trajectories? I need to predict my landing (or crash?) location but code like that isn't easy to implement myself.

  8. Hello, I absolutely love this mod!
    I have a suggestion. I want to make a land train with front part that can detach and drive on its own. 
    I need a flexible joint that can decouple. I've been thinking about something like this but well, you see it won't work like that.


    sa0AJIc.png

     

    Another suggestion is an inline cockpit. So that the rest of the train can drive on its own. 

  9. Ah, thanks. 
    I have a couple more questions.

    What does exactly available_torque return? It looks like this: ((5662.55247592926, 2019.308090209961, 1881.891991943121), (5946.8719363212585, 2019.308090209961, 1908.4728211164474)). Those small tuples are torques around y/p/r axes respectively, but in which units? Also, as far as I understand, first 3 values are max torques in negative directions, second ones are in positive? 

    Also, I suppose available_control_surface_torque doesn't work with FAR. Thus, we get back to that simulation I've mentioned, except that it would need to work with pitch/roll/yaw control surface setting parameter. Like in FAR coefficients window but with all 3 axes.

    Thing is, I'm designing a controller that would always be able to steer a rocket in stable way, and to do that I want to know a vehicle's dynamics.

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