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  1. Download Latest Release (v4.0 - 12/23/15) What RCS Thrust Controller Does This fills a gap in the Remote Tech flight computer, which does not allow you to execute maneuvers using RCS thrust. On some small craft, this may be all that you have available. While you are out of contact or dealing with signal delay, performing maneuvers can be difficult or downright impossible. This script will use your next planned maneuver node and carry it out at the proper time. What RCS Thrust Controller Doesn't This does not attempt to replace any functionality that already exists with the RT2 Flight Computer. You still have to use the FC to properly orient your craft for the burn. This also does not automatically read all the properties of the thrusters on your craft. Usage Full instructions are provided in the ReadMe included. Obviously you need to download and install kOS. F.A.Q. Q: This isn't a stand-alone mod? Why? A: Mainly because I'm too lazy to setup a C# dev environment when one already exists for me within the game. Also, because it's way more fun IMO doing it this way as opposed to "normal" programming I've done way too much of already. Q: But I don't know anything about kOS! A: Thankfully, you don't really need to. The numbers you need to tweak are well-exposed and documented, and using kOS within the game is very simple Q: Can it be used for any vehicle? A: Any vehicle that has a kOS computer module to hold the scripts. Q: Can it be used for kerbed vehicles? A: Yes! While primarily designed for remote-operated vehicles it will still function just fine under Local Command situations. Known Issues Regardless of whether you are using an actual kOS part or are using Module Manager to insert kOS functionality into another part (like a probe core) it must not be a root part of the craft. This is a known kOS issue The future node created by the script is there to avoid a run-time error that needs to be patched within kOS The future node initially has a radial out value to push it off the current orbit so that it can be selected by the user to place a node before it RCS tweakable will only let you set the thrust as low as 5 before going straight to 0 (which RCSTC will reset to 1) Future Additions Thruster kN Detection - Will allow the option to not have to set the kN variable manually Multiple ISP Thrusters - Allow for thrusters that don't all have the same ISP Multiple kN Thrusters - Allow for thrusters that don't all have the same kN Change Log (12/23/15) v4.0 - RCS thrust tweakable is now stock, meaning a single thrust control script is all that is needed, Tweakable Everything is no longer an optional dependency - All detected RCS parts are temporarily highlighted to show which are enabled (green) and disabled (red) to help confirm craft configuration - Console window text no longer overwrites itself under some situations - RCS jet blip on initialization no longer necessary to get ISP number to show in right-click menu - Tweakable is back to using decimal numbers instead of percentage (10/20/15) v3.2 - Fixed the non-TE version from still trying to use TE to set the thrust initially - Added a check for time warp, and drops the game out of warp to initialize the thrusters because otherwise they would not fire to register ISP - Improved performance by removing the need to call `getModule()` multiple times every tick, which caused kOS to navigate the entire part tree each time. Possibly also improved the timing of very short burns that require millisecond precision (9/2/15) v3.1 - Full RemoteTech support enabled through kOS `addons` interface. RT features disabled if it is not installed/activated - Abort command now respects signal delay - Program now respects local control - Functionalized main loop for cleaner exit on abort/errors - no more shutting down the console - Warning message displays if user manually enables RCS prior to the maneuver - Fix for runtime error if user manually enables RCS prior to maneuver - Fix for changes to TweakableEverything slider, which now has percentage values instead of decimal (3/16/15) v2.1 - Fixed an issue where Tweakable Everything can allow you to tweak thrust to 0%, which the program doesn't like. Tweaking the thrust to 0% (or setting it to 0% with the non-TE version) will change it to 1% (3/14/15) v2.0 - Script extension changed to conform to new kOS architecture - Uses new HUD message capability to present thruster info and maneuver warnings - Checks for connection to Mission Control before executing (bypassable) - No longer requires ISP and throttle to be set in hardcode or at runtime (latter depends on use of Tweakable Everything) - Maneuver nodes are now monitored and changes can be made to ÃŽâ€v, ETA and throttle anytime prior to node execution - No longer needs a maneuver node to be created prior to execution - Cancelling maneuver nodes no longer terminates the program - The Abort button is used to terminate the program - Time warp is monitored and will drop out 10 seconds prior to node execution (9/10/14) v1.1 - Thanks to TDW, cleaned up countdown code which means program runs on less lines for users that have limited kOS storage space - Added ability to detect how much ÃŽâ€v the craft has remaining and warn the user if it is not enough to perform the maneuver - Tweaked messages of ÃŽâ€v to include "m/s" for clarity (9/5/14) v1 - Initial release
  2. I have a miner/lander shuttling between minmus and an orbital refinery. Docking is fine when it is fully laden, but every once in a while I have to do a dock with the holding tank empty, and then what happens is that the craft yaws/pitches rocks widely during the final moments. Translation (IKJLHN) works fine but attitude adjustment (ADWSQE) produces wild and difficult to control rocking moments. (If I use Lock View at these times I can actually get seasick ) I assume this is because my craft is balanced for full holding tanks. I further assume that the rocking is caused by a bad interaction between the SAS and the RCS controls... But what to do about it? (1) Position the RCS thrusters midway between hold full and hold empty, ensuring it ALWAYS rocks, but not too badly? (2) Make two sets of RCS thrusters, one for each centre of gravity? (3) Is there a fiendishly clever mod that causes the RCS thrusters to slide between different positions to make up for shifting CoM (4) Somehow make up for it with piloting skill? If so, how?
  3. Hi all, I'm having an issue with RCS effects pretty much disappearing in 1.0.5. Routed the issue to Realism Overhaul, so I tried a fresh install of KSP and CKAN installed RO with its dependancies, with no fix. Taken a screenshot with and without RO installed: http://imgur.com/8Nx5IY7 The FX don't completely disappear, but appear to be stuck on the 'lowest throttle' animation. I think it might be something to do with the RCSFX Module being incorporated into stock? I tried a load of troubleshooting but i can't seem to pin it down, The FX only come back when i remove RealFuels configs from parts. Playing on OSX 64bit. Anyone getting the same? ideas? Cheers!
  4. Hey all. my 0.15 lander design relied on my ability to attach RCS thrusters to an RCS tank. Now I can't in 0.16.... Is this a glitch on my end? or what can I do?
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