Fengist

[1.4.x] - KerBalloons v0.4.4 - Real Science?

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On 9/24/2018 at 6:52 PM, The_Arcitect said:

Nope, GitHub.

Actually, just Curse. Download link in the OP.

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can the data logger be made a bit more extensible? As in you can identify to it any science readout somehow? For one example I would like to have the Kerbalism radiation detector logged, although I can do that all with kOS if I really need to. Might be useful for others who don't program tho.

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@mxi_steel, We usually frown on repeated bumps to a thread in order to demand a reply from people.  When somebody comes along who has knowledge of the workings of this mod, they will be more than happy to help out.  In the mean time, you can do them, and yourself, a huge favor by answering all their preliminary questions.

  • What is it supposed to be doing?
  • What is it actually doing?
  • What did you do before this started happening?
  • What can you do to reproduce it?
  • Do you have associated log files?
  • Do you have pictures, if needed?

Give this stickied thread a read, that will help guide you through the process:

Also, if you read the contents of a Mod's Release thread, you might encounter a fellow forum member who has had similar issues as you, and you might be able to figure out a fix from their troubles. 

wisdom_of_the_ancients.png

 

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On 1/11/2019 at 12:40 AM, redivh said:

Does this work with 1.6.1?

Currently testing it in 1.6.1 with tons of mods (including unofficial FAR build and GPP). Game didn't crash yet, they inflate, deflate, produce lift, they fly somewhere slowly. I didn't try this mod before today, maybe something is missing, but for me it looks working perfectly.

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Posted (edited)

@Fengist mate, I love what you've done with this mod!

Edit: Currently having fun with it in 1.7 and can report no issues or conflicts

Edited by Jup

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@Fengist since you are more familiar with this mod than I am & have the blessing of the original creator, would you be willing to make the following change to enable compatibility with Principia?  KerBalloon is an awesome mod & having it work in the Principia TRAPPIST1 system (as well as in RSS & Kerbin systems with Principia) would be excellent!  Please let me know either way. Thanks!

31 minutes ago, eggrobin said:

 

@AloE Kerballoons is using Rigidbody.AddForceAtPosition instead of Part.AddForceAtPosition, which means that Principia cannot learn about those forces, and therefore cannot make them affect the trajectory; this is the same issue that we found in FireSpitter earlier:

In order to be compatible with Principia, a mod that imparts a net force to the vessel must do so with Part.AddForceAtPosition (or Part.AddForce) instead of Rigidbody.AddForceAtPosition (or Rigidbody.AddForce); the force can then be handled by the game (and any mods) instead of being passed directly to Unity.

This should be a pretty simple change: all usages of AddForceAtPosition are actually on the RigidBody of a part (part.RigidBody.AddForceAtPosition), so dropping the .RigidBody would do the trick.

 

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Posted (edited)
On 8/16/2019 at 10:09 PM, AloE said:

This should be a pretty simple change: all usages of AddForceAtPosition are actually on the RigidBody of a part (part.RigidBody.AddForceAtPosition), so dropping the .RigidBody would do the trick.

[EDIT: the recommended change (see for example pull request for v0.4.3)  does make KerBalloons version 0.4.3 & 0.4.4 work with Principia, however the cool data recorder, sundial, cross staff were added in 0.4.4 so that code is not currently available via GitHub which currently has only version 0.4.3)]

this.part.Rigidbody.AddForceAtPosition(vessel.upAxis *

becomes...

this.part.AddForceAtPosition(vessel.upAxis *

 

t9aJ72i.png

Edited by AloE

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Posted (edited)

They also float with FARc on Kerbin & on SLIPPIST1-echo :-)

Kerbin KerBalloons FARc KerbalEDU 1.4.5
XpNXCnp.png JwmAM4r.png F69OKCu.png

 

iUrg38P.png

Nanosat Launched into Orbit via Rockoon

Ly81V0d.jpg

& the following would be amazing!

On 9/7/2018 at 11:28 AM, Fengist said:
On 9/7/2018 at 2:35 AM, Isentrope said:

I'll wrap this up here for now.    I am also willing to contribute to coding of this mod if i can be if help, as I'd like to see these effects, and others not mentioned yet, eventually modelled in the KSP balloons.  (I suspect that having an envelope visually collapse like a real ZP may not be possible in this game engine though) 

So, from the contents of the spoiler you may have gathered that I have much of the code to accomplish what you describe and I believe it to be reasonably accurate.  Eventually moving this to KerBalloons will take a bit of effort.  The goal will be to mostly keep the same part design and functionality while replacing the lifting mechanism with the code I have now. That will be fun.

The Unity engine itself has gobs of capabilities, from simulating weather and waves to cloth blowing in the breeze.  The question is, whether KSP employs those capabilities and how taxing it would be on the engine to try to overlay those features on top of the KSP code...<snip>. the closed alpha testing I'll be conducting for the airships (something I normally do very quietly for contributors).  That way, I have at least one expert on the subject to double check my work.  As such, you'll have full access to the code to make any changes, suggestions or corrections you see fit to keep the physics real.  Once the airship mod is up and out the door, then I'll be focusing on getting KerBalloons using the same code.

 

 

Edited by AloE

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