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Found 11 results

  1. Lots of thanks (and cookies) to the following people: @White Owl, @MK3424, @xXIndestructibleEVAXx - for giving the mod a name. @BahamutoD, angavrilov, SilverFox, darklight - for helping me getting started with KSP modding and answering lots of dumb questions. @MK3424, @Unknown Venom - for helping me test my mod and becoming friends @Heretic391 - for creating a video featuring my mod Virindi-AC - for fixing lots of bugs Please leave comments on your experience! Donate If you like this mod and you want to show your support, you can safely donate via Paypal and make me a happy developer. Description Momentum and Rotation in KSP are quite unrealistic and don't meet the needs of most players. So I have created this mod, with many features to make this aspect of the game better! YouTube video made by heretic391, showcasing PersistentRotation: Beginners guide on GitHub wiki Feature Trailer on YouTube [deprecated] Feature List - Persistence of Momentum through timewarping and restarts. - Momentum Autopilot, keeping your vessel at fixed RPM. - Non-physical spin simulation when vessel is warping or unloaded. - Reference Rotation in both realtime and timewarp, 100% persistent.* - Slight spin for every Asteroid per default. - Simple & intuitive GUI supporting both Stock and Blizzy's Toolbar. License: GNU General Public License v3 Download Download PersistentRotation via CKAN and keep it up to date! or download it directly: PersistentRotation on Curse PersistentRotation on SpaceDock Manual Installation To install, just extract the .zip file and put the contents of the included GameData folder into your KSP/GameData folder. Warning: Do not copy old cfg files over to a newer version of PersistentRotation! It is not backwards compatible and doing so could result in errors! GitHub GitHub Repository Changelog: 1.8.4 - Hotfix for misbehaviour when spinning while packed. 1.8.3 - Fixed a deviation in trajectory every time the vessel exits timewarp when having high angular momentum. - Other bugfixes. Older Versions: Known issues & requests: See GitHub Issue Tracker
  2. MandatoryRCS This plugin revisit the stock balance between the overpowered reaction wheels and RCS thrusters which are useless outside of docking situations. It does not propose a more realistic simulation of reaction wheels but is a collection of tweaks aimed at limiting their functions and balancing the gameplay. Reaction wheels are turned into stabilizers, preventing your vessel to spin out of control and keeping it pointed at the direction you choose in the SAS autopilot. But they have a very low (and somewhat realistic) torque power when the pilot or the SAS request a pitch, roll or yaw rotation. This mean that like in real life, most crafts always need a few RCS thrusters (and propellant) to have orientation authority, but you still get most of the playability benefits of overpowered reaction wheels. As a side benefit, the plugin also fix the "timewarps rotation stop" stock behaviour, and introduce a few related features like keeping the vessel oriented toward the SAS selection in timewarps and when switching vessels / reloading the game. Features Reaction wheels nerf Reaction wheels have two different torque power, the stock one and a heavily nerfed, somewhat realistic one. Nerfed torque provided on pilot or SAS rotation requests. Stock torque when SAS "Stability mode" is turned on. Stock torque when the vessel has reached the SAS selection (prograde, normal, target, etc). Torque output is affected by the vessel angular velocity : the faster the vessel rotate, the weaker reaction wheels are. Pods and cockpits built-in reaction wheels can't be controlled (they don't respond to pilot/SAS input) but still provide SAS stabilization. Reaction wheels in probes cores and independent parts can be controlled. Hiding of irrelevant reaction wheels right-click menu options and action groups. Rotation persistence trough timewarp and reloading Timewarping will not stop the vessel from rotating. Rotation is restored after timewarping, switching vessels or reloading. Rotation is not continuously calculated for unloaded (on rails) vessels, for minimal performance impact. SAS autopilot persistence trough timewarp and reloading The vessel will keep its orientation toward the SAS selection when timewarping, switching vessels or reloading. The SAS selection is remembered and restored when switching vessels or reloading. Customization Features can be enabled, disabled or tweaked in the ingame "Difficulty Settings" menu. Instructions & notes Download & source I highly recommend that you grab it from CKAN ! But you can also get the latest release and source from github Requirements This requires the ModuleManager plugin to work. You can download it here Incompatibilities (Semi-)Saturatable Reaction Wheels : can still be used but the reaction wheels features will be automatically disabled. Persistent Rotation : can still be used but the SAS and rotation persistence features will be automatically disabled. Recommendations RCS Build Aid (Forum post) - Editor plugin to help you place your RCS thrusters efficiently. RLA StockAlike (Pictures) - A light part packs featuring (among other things) some super useful small RCS thrusters, monopropellant tanks and engines. Disclaimer This is my first plugin and I'm far from a skilled programmer, so the code for this may be ugly. As far as I know, it does the job and doesn't break the game. However, keep in mind that I don't really know what I'm doing. If anybody has the time to review and comment my code, I'm open to suggestions and pull requests Thanks @MarkusA380 for figuring out how to make vessels rotate, you saved me a lot of time ! The whole KSP community for its awesomeness ! Licensing This masterful work of art is released under the unlicense. So public domain, feel free to do anything, especially updating this plugin if I'm not around. Changelog Known bugs and glitches Getting out of timewarps with the SAS direction hold activated input a large roll "kick", most visible at high timewarp levels. I tried a lot of things to find out why this happen or fix it, and failed. When switching to an unloaded vessel with its SAS in "target", "antitarget" or "maneuver" mode, the orientation change is applied a few frames after the vessel is unpacked, leading to the rotation event being visible to the player. Won't fix as this is minor, purely cosmetic and fixing would require large modifications. v1.2 for KSP 1.2.2 (feature) Ingame settings menu with compatibility checks for SSRW and PR plugins. They can now be used alongside the plugin, incompatible features are auto-disabled. (feature) Torque output on pilot/SAS input is now very low instead of disabled. (feature) Torque output on pilot/SAS input is still disabled for all reaction wheels in manned parts. This can be overridden/customized trough a "isControllable" parameter available in the module config (see the default patch CFG for more about that). (improvement) In SAS target mode, reaction wheels provide torque only if they have closely reached the target first (less "magnet effect") (improvement) Refactored several things in ModuleTorqueController, now a bit less dirty. (improvement) SAS target hold in body-relative modes (pro/retrograde, radial, normal) is now disabled when the vessel SOI change. v1.1 for KSP 1.2.2 (bugfix) Fixed SAS orientation being applied when not reached on initiating timewarp (woops) (bugfix) Tweaked a few things to prevent the perpetual SAS roll overshoot. v1.0 for KSP 1.2.2 (feature) The torque output from reaction wheels is now affected by the vessel angular velocity : the torque output decrease when the angular velocity increase, down to a minimum of 5% when the angular velocity reach 45° / second. (bugfix) Fixed reaction wheels providing a bit of torque when switching SAS from stability assist mode to a target hold mode after loading a vessel (fixed by forcing module deactivation every fixedupdate) (bugfix) Fixed SAS overshooting its target when using RCS (Fixed by explicitly setting reaction wheels torque to 0 when the module is disabled) (bugfix) Irrelevant reaction wheels action groups options are now hidden Perhaps planned features Reaction wheels saturation over time when landed. (Maybe) Make reaction wheels able to "help" RCS thrusters by providing torque when they are activated, lowering the RCS fuel consumption. A part pack of RCS thrusters, MP tanks and orbital MP engines (soon ) Realism notes The way reaction wheels work with this plugin isn't realistic. This said, in lowering their torque output to realistic values for maneuvering, this plugin make the playstyle a lot closer to the reality without cutting too much on playability. In real life, reaction wheels and control moment gyroscopes (CMR) can provide only very small amounts of torque. For example, each CMR on the ISS is rougly 1.2 meter wide, weight about 280 kg (source) and provide only 0.258 kNm of torque (source). Now compare that to the 5 kNm provided by the 0.625m, 50 kg small reaction wheel in KSP.
  3. Whenever I used to rotate something, it would snap to the nearest tick mark and I could get exact angles. Now, it is stuck so that when I rotate a part, it has infinite rotation snap.(I'm bad at explaining) Any Help?
  4. Hello, im recently working on stock propplanes. Im wondering if there is any way to messure the speed with that a vessel rotates, so i can compare different designs. would be nice if somebody has an anwser.
  5. While driving/flying propeller based crafts for more than 10 minutes all parts of the craft get increasingly jittery (and eventually break/crash). Tested it without mods as well, in KSP I'm guessing the problem is that the amount of rotation builds up and the accuracy of the whole physics engine decreases. Is it viable to normalize the rotation values once in a while to prevent this or should I stick to quicksaving & loading (which makes everything stable again)? Or maybe the cause is something different. Either way, stock propeller enthusiasts would appreciate the help.
  6. So im trying to build a lander and i found this very funny (and anoying) bug were the landing legs rotation axis is screwed with. IT doesn't let me rotate them to any "usable" rotation. On the left one i didn't do anything, and on the right one i really tried (for about 5 min ._.) Is it fixable? I have made 3 reinstalls and tried with and without mods. (none worked)
  7. when on EVA, I cannot get the kerbal to rotate vertically. This means that I often end up bumping my head into whatever I'm trying to interface with. If it's a railing and I'm in this orientation and hit F to grab on, this always ends up flinging me far off into space with my RCS off. I've gone through thread after thread and all the conversations mention it, but there's no mention on how to correct it.
  8. Hello everyone, I have a question about IVA animation/rotation. Is it possible to rotate / animate the origin of an InternalModule through a KSPEvent tied to a PartModule? The reason why I'm asking this is one, I'm very new to plugin development (very ignorant about what's possible or not), and two, I don't want to waste time trying to solve the impossible since this is the only reason I have to learn plugin development. For context, let me explain what I'm attempting to do. The plugin I'm trying to write is a PartModule called ModuleCentrifuge. I would like to (ideally) define a KSPField public integer called rotationalVelocity which defines the speed of rotation for the centrifuge animation. It is important that the craft be rotated through animation in a non-physical manner, to avoid physics calculations. A animation is then defined which rotates the part along the y axis (up / down in the VAB) as well as an expected attached internal space Another KSPField public float called ecRate defines the amount of electric charge consumed when the centrifuge rotates. Two KSPEvents are defined which are called "Start Centrifuge" and "Stop Centrifuge" which starts or stops the rotation of both the PartModule and InternalModule The impetus for creating this plugin, is to facilitate proper window view orientation in rotating centrifuge habitat IVAs. Any help / clarity / advice would be very much appreciated! EDIT: After teaching myself enough about both c# and the KSP plugin API, I have determined that, yes, everything I wanted to achieve is possible. Instead of rotational velocity I used rotational degrees per second (well, actually rotations per minute divided by 60). instead of two separate KSPEvents I use one to toggle between start and stop states utilizing Events["nameOfEvent"].guiName = "newGuiName" rotating the external model is accomplished by accessing the parent Part class, part.FindModelTransform(name of transform), assigning the found transform to a variable and then using Transform.Rotate(0, angle, 0) rotating the internalModel is accomplished by accessing the parent Part class child object internalModel which has the same method of FindModelTransform, so part.internalModel.FindModelTransform both the external model and internal model are accessible from within the partModule class, so there's no need to mess around with making a separate instance of internalModel.
  9. When using docking mode, you can set RCS thrusters on rotation or translation modes. This doesn't make the spacecraft rotate in full translation or rotation. Rotating on rotation mode will induce a small translation. The only way to fix this is to place all thrusters at exactly the same distance from the center of mass. For example, if I am using two thrusters pointing perpendicularly to the turning axis and one of them is at the centre of mass, that thruster wont fire. What I want is for both to fire with the same thrust. That will get rid of the induced translation. It would be nice if the the thrusters were balanced to act in full rotation or full translation. Otherwise, being able to edit which thruster pair you want to fire when rotating on each axis would solve this.
  10. Using RCS on rotation mode sometimes induces translation, which makes docking really hard. It seems the thrust of each RCS thruster depends only on their position with respect to the center of gravity. The problem with this is you have to place thrusters exactly the at same distance from the centre of gravity for them not to give you unwanted translations. I think it would be nice if the thrust of each thruster was balanced to give you full translation or rotation instead. This way you could just place your rcs thrusters as far apart from each other as possible for maximum moment.
  11. Greetings! : D I've been trying to figure out a method for measuring a crafts "wobbliness"/rigidity and have things happen when it's poorly constructed or subjected to excess stress. I've been looking into breaking forces and torque, but as I have understood, it is not possible to have Unity give up any values on forces applied to a part's joints, except when it has actually fallen off. I was therefore thinking of trying to measure parts relative rotation and position to its parent part (or joint). Then store the values at start of a flight. Then during flight check the offset values of the original position/rotation. Then finally, have thing happen when the offset values are too great. However, I've been trying for a while to figure out exactly what I should measure (or where I can get the information I need), but I'm still just as clueless as I was when I started. Any help would be greatly appreciated : D