Svm420 Posted May 16, 2015 Share Posted May 16, 2015 Any way to make this work with MechJeb?MechJeb abuses time warp to keep a craft on a heading without SAS, but with Persistent Rotation it really throws a wrench into MechJeb's automatic warping and node executions.You said any way right? Well the only way currently is to control warp yourself and come out of it with enough time for MJ to do what it needs for the burn. I suggest kerbal alarm clock in that case easy auto alarms that kill warp slowly as to not mess up your orbit parameters. Quote Link to comment Share on other sites More sharing options...
Andy81le Posted May 16, 2015 Share Posted May 16, 2015 How exactly does this mod work? I am having the gui, but I have no idea what to activate and what not. Also, can persisent rotation gui be hidden by default? Quote Link to comment Share on other sites More sharing options...
Ralathon Posted May 16, 2015 Share Posted May 16, 2015 How exactly does this mod work? I am having the gui, but I have no idea what to activate and what not. Also, can persisent rotation gui be hidden by default?You don't have to do anything. If you timewarp without SAS your spacecraft will now keep spinning, instead of SQUAD's instant stop.The GUI is to select what body you want to co-rotate with. So say you're in LKO and you select Kerbin in the GUI. This means that with SAS on, your spacecraft will keep pointing the same way relative to the surface of Kerbin. So if you point your nose towards the ground, half an orbit later it'll still point towards the ground. Quote Link to comment Share on other sites More sharing options...
curiousepic Posted May 16, 2015 Share Posted May 16, 2015 It would be really nice to know your rate of rotation on each axis (and maybe even acceleration). You'd think KER or MJ would give you these numbers but I haven't been able to find them anywhere. Do you think you might be able to simply add them to the PR window for now? Quote Link to comment Share on other sites More sharing options...
John FX Posted May 16, 2015 Share Posted May 16, 2015 Can persisent rotation gui be hidden by default?+1 from me too for a hidden GUI by default. Quote Link to comment Share on other sites More sharing options...
jstnj Posted May 16, 2015 Share Posted May 16, 2015 +1 from me too for a hidden GUI by default.+3 that shiz is annoying. Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted May 16, 2015 Author Share Posted May 16, 2015 +1 from me too for a hidden GUI by default.You'll get that in the next 48 hours. Promise. Quote Link to comment Share on other sites More sharing options...
Andy81le Posted May 16, 2015 Share Posted May 16, 2015 Ah, so it is not for craft that are not active?! That would be background processing?! :-) Quote Link to comment Share on other sites More sharing options...
LostOblivion Posted May 16, 2015 Share Posted May 16, 2015 Great mod! You should probably also change default to be stock toolbar instead of having to choose at first, oh and hide the window first time you start up. As I said, great mod, but the best mods are those that don't clutter the UI on startup. :-) Quote Link to comment Share on other sites More sharing options...
Svm420 Posted May 16, 2015 Share Posted May 16, 2015 Ah, so it is not for craft that are not active?! That would be background processing?! :-)I don't know that craft will continue to rotate if they are not the active one, but I know if you set rotation on a craft and leave when you come back it will remember the rotation you set and will be spinning as you left it. Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted May 17, 2015 Share Posted May 17, 2015 You'll get that in the next 48 hours. Promise.Since you'll be tinkering with the code, can you please check why the GUI keeps showing up on flight start even when I'd hidden it in a previous flight? Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted May 17, 2015 Author Share Posted May 17, 2015 Since you'll be tinkering with the code, can you please check why the GUI keeps showing up on flight start even when I'd hidden it in a previous flight?I fixed that already in the WIP Version. Quote Link to comment Share on other sites More sharing options...
Skrypter Posted May 17, 2015 Share Posted May 17, 2015 You said any way right? Well the only way currently is to control warp yourself and come out of it with enough time for MJ to do what it needs for the burn. I suggest kerbal alarm clock in that case easy auto alarms that kill warp slowly as to not mess up your orbit parameters.Yeah that's what I ended up doing. I'm torn, I love PersistentRotation, but I love MechJeb too.Maybe if there was a way to temporarily disable PersistentRotation (while I'm maneuvering with MechJeb?)Is this possible? Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted May 17, 2015 Share Posted May 17, 2015 (edited) I fixed that already in the WIP Version.Thanks! Going to dev thread...EDIT: Sorry, how do I get to the dev thread? Edited May 17, 2015 by jlcarneiro Quote Link to comment Share on other sites More sharing options...
Svm420 Posted May 17, 2015 Share Posted May 17, 2015 Thanks! Going to dev thread...EDIT: Sorry, how do I get to the dev thread? You don't there isn't. Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted May 17, 2015 Author Share Posted May 17, 2015 (edited) 0.5.3 released!GUI persistence and much more! Hope I fixed everything as you requested.Getting closer to 1.0 release! Edit: Almost forgot: As always, please tell me about your expirience! Edited May 17, 2015 by MarkusA380 Quote Link to comment Share on other sites More sharing options...
MK3424 Posted May 17, 2015 Share Posted May 17, 2015 0.5.3 released!GUI persistence and much more! Hope I fixed everything as you requested.Getting closer to 1.0 release! Edit: Almost forgot: As always, please tell me about your expirience! The new GUI looks great Markus! Quote Link to comment Share on other sites More sharing options...
tkw Posted May 18, 2015 Share Posted May 18, 2015 bug free mod Quote Link to comment Share on other sites More sharing options...
LMA Posted May 18, 2015 Share Posted May 18, 2015 (edited) It's a fantastic mod thanks for the update. It could just do with an on off switch so Mechjeb can warp. Edited May 18, 2015 by LMA Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted May 19, 2015 Share Posted May 19, 2015 You don't there isn't.Oh! I'm glad you released 0.53, then! Quote Link to comment Share on other sites More sharing options...
mcstalker Posted May 19, 2015 Share Posted May 19, 2015 It's a fantastic mod thanks for the update. It could just do with an on off switch so Mechjeb can warp.What is needed is a check if SAS was on before you entered time warp do not spin the craft. Quote Link to comment Share on other sites More sharing options...
bgeery Posted May 19, 2015 Share Posted May 19, 2015 (edited) I think the problem is Mechjeb is turning off its sas right before it timewarps, taking advantage the normal rails behavior. I believe this to be true, because manually activating timewarp during a Mechjeb automated maneuver does not create the same drifting (all the time).Mechjeb needs to be modded to not disable sas in timewarp, or Persistent Rotation needs to be modded to detect Mechjeb (or just menu option), and create a "dead zone" where some small amount of drift in an axis will be considered perfectly zeroed during timewarp.This might be a good idea anyway, regardless of the Mechjeb oddities. Edited May 20, 2015 by bgeery Quote Link to comment Share on other sites More sharing options...
nathan1 Posted May 20, 2015 Share Posted May 20, 2015 I found a bug with v0.5.3: Persistent Rotation is preserving some amount of rotation when choosing "revert to launch." I've removed all other mods and narrowed down that it's definitely this one.The craft I did my testing with is as listed below: (not a good design, but that's a different issue)Mk1 Command PodFL-T200 Fuel TankLV-N "Nerv" Atomic Rocket MotorTR-18A Stack DecouplerFL-T800 Fuel Tank (x2)LV-T30 "Reliant" Liquid Fuel EngineTo reproduce:Enable SAS and throttle to full on the launchpad, then stage. Let the craft go straight up without touching any controls. Since the engine has no gimballing the craft will tip over around 330m/s. When the craft hits about a 45 degree angle hit escape and revert to launch. The craft will "jump" a little to the side.The extent of the bug seems to depend indirectly on how many other mods I have installed. If I have removed everything but Persistent Rotation there is a small "twitch" in the rocket and that's it (the rocket stabilizes), but when I have more mods there is a short loading delay immediately after reverting before physics kicks in and the rocket jumps more. With enough mods installed the rocket is completely knocked over on the launchpad after choosing "revert to launch."With all my other mods enabled and Persistent Rotation removed there is no "twitch" or "jump" when reverting to launch.Reverting to the VAB and re-launching does not encounter the issue. Quote Link to comment Share on other sites More sharing options...
Epoxide Posted May 20, 2015 Share Posted May 20, 2015 What's the music in the teaser? It's great! Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted May 20, 2015 Author Share Posted May 20, 2015 (edited) @nathan1:Thanks for the feedback. I will fix that as soon as possible.@Epoxide: https://soundcloud.com/blacklizard49/spacedawn-edit@bgeery: I will fix bugs like the one Nathan1 encountered first, and after that I will maybe fix compatibility with Mods like MJ. Edited May 20, 2015 by MarkusA380 Quote Link to comment Share on other sites More sharing options...
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