DarthWall Posted September 1, 2015 Share Posted September 1, 2015 Even if artificial gravity doesn't do anything, it was good to know how much we need to spin a ring space station, to feel more realistic. Quote Link to comment Share on other sites More sharing options...
Sandworm Posted September 2, 2015 Share Posted September 2, 2015 Easy: It didn't really "do" something like artificial gravity. It just calculated how much artificial gravity there *would* be.I will try to give artificial gravity more meaning and use in the next version. (Maybe collaborate with KeepFit? Let's see...)Please don't. I just gave this a try last night and it works wonderfully as is. Seeing stations rotate smoothly under warp and then NOT explode is a real improvement on previous attempts. But mod integration gets silly complicated very quickly. If anything, output some number and leave it to those maintaining the lifesupport mods to integrate. Quote Link to comment Share on other sites More sharing options...
Jansn Posted September 3, 2015 Share Posted September 3, 2015 (Not) Funny: PersRot makes Asteroids spinning like hell. Quote Link to comment Share on other sites More sharing options...
sashan Posted September 3, 2015 Share Posted September 3, 2015 (Not) Funny: PersRot makes Asteroids spinning like hell.Well, real asteroids do spin.What we need is some method to visualize their spin axis. Quote Link to comment Share on other sites More sharing options...
Jansn Posted September 4, 2015 Share Posted September 4, 2015 Well, real asteroids do spin.What we need is some method to visualize their spin axis.I know, they spin in real ;-)Not really necessary, with "NavHud" you can adjust the docking point very accurate. Quote Link to comment Share on other sites More sharing options...
DancZer Posted September 15, 2015 Share Posted September 15, 2015 These things should be mandatory in the vanilla game. Thank you for your efforts! :-) Quote Link to comment Share on other sites More sharing options...
ebigunso Posted September 15, 2015 Share Posted September 15, 2015 The craft still stops spinning sometimes when I quickly increase time warp levels. I hope it gets fixed, I really do like this mod.You can see it happen in ScottManly's RO series Part6 around 14:25~. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 24, 2015 Share Posted September 24, 2015 with ships being able to rotate in timewarp, RemoteTech can no longer hold a heading once you enter timewarp. Is this something they have to fix on their end? Well, not really fix but make compatible? They don't expect craft to be able to move while in timewarp so it seems the flight controller also suspends itself Quote Link to comment Share on other sites More sharing options...
Enceos Posted September 24, 2015 Share Posted September 24, 2015 with ships being able to rotate in timewarp, RemoteTech can no longer hold a heading once you enter timewarp. Is this something they have to fix on their end? Well, not really fix but make compatible? They don't expect craft to be able to move while in timewarp so it seems the flight controller also suspends itselfAnd I was wondering why Remote Tech sometimes spins my vessels out of control after a timewarp. Had to resort to MechJeb for automated SAS purposes. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 25, 2015 Share Posted September 25, 2015 I've had craft spinning out of control but I can't say I would attribute it to this mod in combo with RT. I mean, maybe but I never tested it. Certainly the ship gets spun when I drop out to re-orient itself but stabilizes once it does so. It's a tad annoying to only be able to warp a few game minutes at a time so it doesn't get too far off - actually maybe that would spin it crazy... Quote Link to comment Share on other sites More sharing options...
DancZer Posted October 13, 2015 Share Posted October 13, 2015 (edited) I really like the mod. It's makes the game more interesting. But sometimes when i load the game the vessel spinning rapidly. The direction is random each time when i load the savegame.Can you do something with it?I tried edit the save game without success. Here is my save: https://www.dropbox.com/s/1txqqpfvfryz5ew/quicksave.sfs?dl=0Try to load it multiple times and watch the direction of rotating. It's different every time. Edited October 13, 2015 by DancZer Quote Link to comment Share on other sites More sharing options...
stratochief66 Posted October 25, 2015 Share Posted October 25, 2015 The solution to a number of problems already listed is in the OP:Q: Can I still make vessels stop using timewarp?A: Yes, if you enable the SAS.So, if RemoteTech makes that small change (or if you turn it on, I'm not sure if you can, I don't use Remotetech) then the body will stop rotating when it expects it to. Same thing would work for MechJeb executed maneuvers, I imagine.I noticed a little bug that bears mentioning, I will also post it on the Github Issues page. If I lose control of a craft during launch/ascent, and aerodynamic forces cause it to start spinning wildly, then when I Revert to Launch the craft still bears the angular moment it had before I reverted, and so it torques the launch clamps mightily. If the mod could dump that angular movement data when it Reverts to Launch, that would be most excellent. I wouldn't mind this happening (I can straighten out once I launch) but it often causes the craft to keep jiggling a bit, which disallows high timewarp which I often want to use to get back to my desired launch time.I also liked the Artificial Gravity estimate, because I would use this mod and KAS/KIS to generate artificial gravity between my hab and the stage I used for my Mars injection burn. If you could return that information, or make it optional from the GUI that would also be most excellent.Keep being awesome Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 25, 2015 Share Posted October 25, 2015 So, if RemoteTech makes that small change (or if you turn it on, I'm not sure if you can, I don't use Remotetech) then the body will stop rotating when it expects it to. Same thing would work for MechJeb executed maneuvers, I imagine.Yes well, ironically there is a bug in remote tech right now that doesn't allow you to use SAS on some craft without the craft gradually spinning out of control Quote Link to comment Share on other sites More sharing options...
Svm420 Posted October 25, 2015 Share Posted October 25, 2015 Yes well, ironically there is a bug in remote tech right now that doesn't allow you to use SAS on some craft without the craft gradually spinning out of controlStrange I have no such issue Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 25, 2015 Share Posted October 25, 2015 Strange I have no such issue I said some craft. Not all. And not for everyone. But it is an open issue the RT devs are working on. Quote Link to comment Share on other sites More sharing options...
leudaimon Posted November 23, 2015 Share Posted November 23, 2015 Any issues on 1.0.5? Quote Link to comment Share on other sites More sharing options...
shoe7ess Posted November 24, 2015 Share Posted November 24, 2015 I had a question concerning this mod. I thought it was this mod I used in .90 that showed the amount of G forces the kerbal(s) in my capsule were experiencing based on my rotation speed. I loved the feature a lot, but now I see it no longer shows up. Now I'm either mixing this up with a plugin that allowed rotation to continue through timewarp or the feature was changed/removed in some way. Could someone please explain? I want to make a space station with a centrifuge that spins at exactly 1G but don't know if I'm actually doing it... Quote Link to comment Share on other sites More sharing options...
Courn Wallace Posted November 24, 2015 Share Posted November 24, 2015 [quote name='shoe7ess']I had a question concerning this mod. I thought it was this mod I used in .90 that showed the amount of G forces the kerbal(s) in my capsule were experiencing based on my rotation speed. I loved the feature a lot, but now I see it no longer shows up. Now I'm either mixing this up with a plugin that allowed rotation to continue through timewarp or the feature was changed/removed in some way. Could someone please explain? I want to make a space station with a centrifuge that spins at exactly 1G but don't know if I'm actually doing it...[/QUOTE] You are right. This mod used to show the G force on the Kerbals. It was taken out of the mod and have no idea why. It also used to kill the Kerbals if there was too much G force. Quote Link to comment Share on other sites More sharing options...
shoe7ess Posted November 24, 2015 Share Posted November 24, 2015 (edited) [quote name='Courn Wallace']You are right. This mod used to show the G force on the Kerbals. It was taken out of the mod and have no idea why. It also used to kill the Kerbals if there was too much G force.[/QUOTE] Well, that's kind of the point isn't it? Realism? If FAR/DRE kill a kerbal because my craft hits 25G's on re-entry, spinning a craft so fast it passes the 10G barrier should kill them. I wonder if there is any way of adding it back in. I may try the last version before it was removed in 1.0.5 and see if it works. For anyone else who is interested, the version that includes a G-Meter, allowing you to balance your craft whatever G force you wish does indeed work in 1.0.5 (Used Kerbal Stuff, Later Releases tab). It was only taken out right before the latest update and seems stable enough so far. Tried like crazy to time-warp, physically and on rails to get it to kill my Kerbal (from a few one-man capsules) and little green guy seemed to like it (no crazy fluctuations in G-Forces were seen). Edited November 25, 2015 by shoe7ess Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted November 30, 2015 Author Share Posted November 30, 2015 On 24.11.2015, 10:11:27, shoe7ess said: [quote name='Courn Wallace']You are right. This mod used to show the G force on the Kerbals. It was taken out of the mod and have no idea why. It also used to kill the Kerbals if there was too much G force. Well, that's kind of the point isn't it? Realism? If FAR/DRE kill a kerbal because my craft hits 25G's on re-entry, spinning a craft so fast it passes the 10G barrier should kill them. I wonder if there is any way of adding it back in. I may try the last version before it was removed in 1.0.5 and see if it works. For anyone else who is interested, the version that includes a G-Meter, allowing you to balance your craft whatever G force you wish does indeed work in 1.0.5 (Used Kerbal Stuff, Later Releases tab). It was only taken out right before the latest update and seems stable enough so far. Tried like crazy to time-warp, physically and on rails to get it to kill my Kerbal (from a few one-man capsules) and little green guy seemed to like it (no crazy fluctuations in G-Forces were seen). Please don't. There is a lot of issues in those versions. I might add that feature back in again. Quote Link to comment Share on other sites More sharing options...
roshan Posted December 1, 2015 Share Posted December 1, 2015 There seems to be a problem with the rotation not being zeroed when you revert to launch. If your rocket or plane was spinning out of control and you revert, it carries over that momentum. Then your plane either does a little loop on the ground, or your rocket jerks and pulls the launch clamps out of place. Is anyone else seeing this? Quote Link to comment Share on other sites More sharing options...
Cultist_O Posted December 3, 2015 Share Posted December 3, 2015 On 11/30/2015, 11:11:48, roshan said: There seems to be a problem with the rotation not being zeroed when you revert to launch. If your rocket or plane was spinning out of control and you revert, it carries over that momentum. Then your plane either does a little loop on the ground, or your rocket jerks and pulls the launch clamps out of place. Is anyone else seeing this? This problem also occurs any time I reload a quicksave. It's bad enough I've had to uninstall the mod. I often take a couple attempts to dock successfully, and if the other crafts retain their post collision spin when I reload for a second attempt, it becomes impossible. Other mods seem to keep this kind of data in the save files rather than in their own. Would that (or alternatively copying into and out of those files every time the games saves or loads) solve this problem? Is there some limitation to that approach that is incompatible with this mod? Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted December 5, 2015 Author Share Posted December 5, 2015 (edited) Version 1.0.1 released! So I fixed this "Revert to Flight" problem. Please test it and tell me about your experience. Edited December 5, 2015 by MarkusA380 Quote Link to comment Share on other sites More sharing options...
Cultist_O Posted December 6, 2015 Share Posted December 6, 2015 8 hours ago, MarkusA380 said: Version 1.0.1 released! So I fixed this "Revert to Flight" problem. Please test it and tell me about your experience. Awesome! The problem indeed seems to be solved for reverting, but not for quicksaving. I have opened a bug report on GitHub accordingly. Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted December 6, 2015 Author Share Posted December 6, 2015 (edited) 7 hours ago, Cultist_O said: Awesome! The problem indeed seems to be solved for reverting, but not for quicksaving. I have opened a bug report on GitHub accordingly. Okay thanks for the feedback. Ill try to fix it. Edit: Here ya go mate. Edited December 6, 2015 by MarkusA380 Quote Link to comment Share on other sites More sharing options...
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