LastStarDust Posted January 12, 2018 Share Posted January 12, 2018 8 hours ago, Drew Kerman said: it's right there in the OP for the mod: SAS autopilot persistence trough timewarp and reloading Thank you very much for the info. I had read that but nevertheless asking for a confirmation is free. Quote Link to comment Share on other sites More sharing options...
Kobymaru Posted January 20, 2018 Share Posted January 20, 2018 Hey guys, I'm having some issues, using Persistent Rotation v 1.8.4 with Realism Overhaul v11.5.1 with Principia Christoffel on KSP-1.2.2. I left my craft rotation very slowly and went to the tracking station. When I came back, it started rotating much faster. I also noticed that my rotational velocity increased quite a bit every time I jumped out of time warp. What's going on here? Is this a known issue or did I misunderstand the usage? Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted March 10, 2018 Author Share Posted March 10, 2018 I recompiled the mod for 1.4 and integrated a pull request containing code cleanup by GitHub user dkvolis. Happy rotating! Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted March 10, 2018 Share Posted March 10, 2018 were you able to re-introduce the asteroid tumble? I won't be on 1.4.x for a while but it would be a nice thing to move up to when I do Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted March 10, 2018 Share Posted March 10, 2018 5 hours ago, MarkusA380 said: I recompiled the mod for 1.4 and integrated a pull request containing code cleanup by GitHub user dkvolis. Happy rotating! Many thanks, this is a must have mod for me. Quote Link to comment Share on other sites More sharing options...
maculator Posted March 17, 2018 Share Posted March 17, 2018 Why doesn't it show in the stock toolbar?! Quote Link to comment Share on other sites More sharing options...
garwel Posted March 17, 2018 Share Posted March 17, 2018 5 hours ago, maculator said: Why doesn't it show in the stock toolbar?! KSP 1.4 (or 1.4.1) changed something in AppLaunche API, so I think all mods using it need updating. Usually a simple recompile will do, but redrawing the icon (from 38x38 to 96x96) makes it look better. Quote Link to comment Share on other sites More sharing options...
maculator Posted March 17, 2018 Share Posted March 17, 2018 (edited) 3 hours ago, garwel said: KSP 1.4 (or 1.4.1) changed something in AppLaunche API, so I think all mods using it need updating. Usually a simple recompile will do, but redrawing the icon (from 38x38 to 96x96) makes it look better. Not sure if we're talking about the same thing. I don't have a blanc button, I have no button. This is kind of embarrassing... forget what I said. Nice mod, love it. Gotta get my eyes checked I guess. Too be fair that red color really is hard to read on my monitor!! Edited March 17, 2018 by maculator Quote Link to comment Share on other sites More sharing options...
Battou Posted March 28, 2018 Share Posted March 28, 2018 Tried to install via CKAN, but it says that it conflicts with Mandatory RCS.( Why?( Quote Link to comment Share on other sites More sharing options...
Xenophon Muravyov Posted March 31, 2018 Share Posted March 31, 2018 On 3/28/2018 at 1:12 AM, Battou said: Tried to install via CKAN, but it says that it conflicts with Mandatory RCS.( Why?( Mandatory RCS has its own version of Persistent Rotation. It doesn't do as much but you can disable it in the settings! Quote Link to comment Share on other sites More sharing options...
Battou Posted March 31, 2018 Share Posted March 31, 2018 8 hours ago, Xenophon Muravyov said: Mandatory RCS has its own version of Persistent Rotation. It doesn't do as much but you can disable it in the settings! Thanks! Quote Link to comment Share on other sites More sharing options...
msnbcorp Posted April 29, 2018 Share Posted April 29, 2018 Hi ! I have a small question for the creator of the mod : On unloaded vessel, does your mod modify the ship orientation ? If yes, does it do it by modifying a "ship orientation parameter" of the game or by simulating its own ship orientation internaly ? If it's the second solution : how your mod work with other mod that use ship orientation ? Have you to make compatibility patch for each or are the other creator to make it ? I ask for this because i have strange thing that happened with mod that manage unloaded vessel ressources (like background processing or tac life support etc...), they seems to make their calculation while unloaded without taking care of the fact that the momentum is taken into account by your mod ... Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted May 17, 2018 Share Posted May 17, 2018 I have 2 questions, if you please: 1) what is the cpu hit for this mod ? 2 does this affect negatively bases built on the ground ? Liek will I come back a month later and find my base somwhere else or blown up? Quote Link to comment Share on other sites More sharing options...
Agustin Posted May 21, 2018 Share Posted May 21, 2018 On 5/17/2018 at 8:26 PM, Nicky21 said: I have 2 questions, if you please: 1) what is the cpu hit for this mod ? 2 does this affect negatively bases built on the ground ? Liek will I come back a month later and find my base somwhere else or blown up? 1) It doesn't seem to hit performance at all. 2) No. Quote Link to comment Share on other sites More sharing options...
Agustin Posted June 29, 2018 Share Posted June 29, 2018 What version should I install for KSP 1.3.1? Quote Link to comment Share on other sites More sharing options...
KSPrynk Posted July 5, 2018 Share Posted July 5, 2018 Is there a way to add some default reference bodies into the Select Body list for Relative Rotation? I'm running KSP 1.4.3 with Grannus Expansion Pack (adds Grannus as a star orbiting Kerbol) and Extrasolar (adds Valentine). Kopernicus recognizes both secondary stars, for purposes of solar panel tracking selection, but Persistent Rotation gets a little confused. If I have a probe orbiting the secondary stars themselves, they will appear in the Select Body list. However, when a probe is orbiting a planet around that star, only The Sun (Kerbol) and that planet are on the selection list. In the Map View, I can't select the stars as Targets. I can create artificial targets in very close orbits around the other stars (presumably as close as they can get before they start melting), but it would be nice to be able to select the stars themselves. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 12, 2018 Share Posted October 12, 2018 For my personal taste the persistence of rotation after reentering the atmosphere is way too much in many cases, especially for light objects like the upper remains of sounding rockets ... Without this mod a sounding rocket stabilizes with the "heavier end toward ground" (aka. retrograde) way quicker when in the middle of the atmosphere (RSS, at about 70 km). With this mod the sounding rocket jiggles around much longer and eventuelly gets really retrograde by physics alone (no reaction wheel) at about 20km altitude - if it survived until then. (using DeadlyReentry) Does this mod take atmosphereric pressure and dynamic pressure take into account or does it just ignore it? Quote Link to comment Share on other sites More sharing options...
toric5 Posted November 16, 2018 Share Posted November 16, 2018 Anyone had any problems with this on 1.5.1? Quote Link to comment Share on other sites More sharing options...
mrvice Posted December 6, 2018 Share Posted December 6, 2018 On 11/16/2018 at 3:25 AM, toric5 said: Anyone had any problems with this on 1.5.1? yes does not work with 1.5.1 vessel´s that try to reenter at kerbin will get destroyed at 60-80km height Quote Link to comment Share on other sites More sharing options...
mrvice Posted December 6, 2018 Share Posted December 6, 2018 On 3/10/2018 at 12:09 PM, MarkusA380 said: I recompiled the mod for 1.4 and integrated a pull request containing code cleanup by GitHub user dkvolis. Happy rotating! Hey one of the most mandatory mods for me any chance of an update to 1.5.1? Quote Link to comment Share on other sites More sharing options...
Epox75 Posted December 11, 2018 Share Posted December 11, 2018 On 12/6/2018 at 9:10 PM, mrvice said: yes does not work with 1.5.1 vessel´s that try to reenter at kerbin will get destroyed at 60-80km height Actually I've tried it and it works perfectly, reentry is not affected and I don't see why it should be. Maybe your problem comes from another mod. Quote Link to comment Share on other sites More sharing options...
Raptor22 Posted December 27, 2018 Share Posted December 27, 2018 So, I don't know how many people may have brought this up in the past (I don't feel like reading through all 24 pages of this thread), but if there is one feature that I would recommend, it would be a way to temporarily disable this mod. I have found in numerous situations that I have had to use timewarp to stop a craft that is spinning out of control. Is it cheaty? Yes, it is. However, most of us have used cheats at one point or another. Quote Link to comment Share on other sites More sharing options...
winged Posted December 29, 2018 Share Posted December 29, 2018 @MarkusA380 hey could you tell me how to keep prograde orientation during time warp? I need that to do spiral burn with my realistically powered Ion tug. I have reaction wheel installed but it doesn't work during time warp. KSP version 1.2.2 Spoiler Quote Link to comment Share on other sites More sharing options...
Raptor22 Posted January 6, 2019 Share Posted January 6, 2019 (edited) On 12/28/2018 at 10:54 PM, winged said: @MarkusA380 hey could you tell me how to keep prograde orientation during time warp? I need that to do spiral burn with my realistically powered Ion tug. I have reaction wheel installed but it doesn't work during time warp. KSP version 1.2.2 Hide contents I've found that you need to go to prograde in order to line yourself up, then switch to regular stability hold in order to keep that orientation. For some reason, if you have anything else but the regular hold it disables the rotation with the orbit. This is most likely so that you can line yourself up with a maneuver node (which is the only node that really moves as you rotate around a planet) and then still be lined up with it when you come out of warp. However, don't be fooled. Those holds merely disable the rotation with the planet, and will not stop the ship from spinning. I have found this out the hard way as I've tried to rotate my massive station to line up the right way and then time warp only to realize that it kept going. It seems that the momentum override does nothing, as whenever I've tried to stop something rotating by typing in 0 RPM or 1 RPM or any other number, it continues moving. This has been extremely frustrating as sometimes when constructing things in orbit they will break loose of the grip of the arm I'm moving them with, tumbling away from the station. No matter what I try to do, I cannot slow their rotation to grab hold of them with a tug. Spoiler In this instance, a solar panel truss got loose when I was attempting to remove it from a shuttle's bay with the aptly named "Krakenarm" canadarm analog. The station began to spin and I was forced to let go of the panel less I destroy the station. While the station was brought under control, the truss started tumbling away. The truss was rotating on two axes, making it impossible to line up to dock without running circles around the truss. Without enough acceleration from the RCS jets to stationkeep and running low on fuel, Bill was forced to abort. This has led to a rather dismayingly large amount of derelict station segments around my station, tumbling too quickly to be captured by a TRS (Teleoperator Retrieval System, AKA RCS tug) and some very upset administrators in the funding department. Instances like these are where I wish that either the rotation override actually worked, or there was a way to temporarily disable persistent rotation without uninstalling the mod. Edited January 6, 2019 by Raptor22 Left out some information. Quote Link to comment Share on other sites More sharing options...
winged Posted January 9, 2019 Share Posted January 9, 2019 On 1/6/2019 at 11:33 PM, Raptor22 said: I've found that you need to go to prograde in order to line yourself up, then switch to regular stability hold in order to keep that orientation. For some reason, if you have anything else but the regular hold it disables the rotation with the orbit. Reveal hidden contents In this instance, a solar panel truss got loose when I was attempting to remove it from a shuttle's bay with the aptly named "Krakenarm" canadarm analog. The station began to spin and I was forced to let go of the panel less I destroy the station. While the station was brought under control, the truss started tumbling away. The truss was rotating on two axes, making it impossible to line up to dock without running circles around the truss. Without enough acceleration from the RCS jets to stationkeep and running low on fuel, Bill was forced to abort. Thank you. Everything works fine now. I've made 200 day spiral burn within just 20 minutes. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.