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[1.9.x] AECS Motion Suppressor (air brake, engine, & control surfaces)


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Posted (edited)
23 minutes ago, Kerbart said:

I replaced AECS 1.3.3 with and things appear to be working great. The only snag, albeit it a tiny one,  is that all the gimballed engines of ships in flight have disappeared. Most of those where in orbit, so no harm done, but a probe or two might miss their orbit insertions.

The log shows this message (many times, clearly)

System.TypeLoadException: Could not load type of field 'AECS_Motion_Suppressor.AECS_VesselModule:Log' 
(1) due to: Could not load file or assembly 'KSP_Log, Version=, Culture=neutral, PublicKeyToken=null' 
or one of its dependencies. assembly:KSP_Log, Version=, Culture=neutral, PublicKeyToken=null 
type:<unknown type> member:(null) signature:<none>


You need to install SpaceTuxLibrary, was specifically mentioned in the post and OP, as well as CKAN

Edited by linuxgurugamer
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2 hours ago, linuxgurugamer said:

You need to install SpaceTuxLibrary, was specifically mentioned in the post and OP, as well as CKAN

Thank you for mentioning that. It popped up in AVC so I just downloaded it straight from spacedock (I'm not too big on CKAN, that's just me). Didn't think a "fourth digit upgrade" could break anything, and rest assured, your users will always find ways to circumvent any of the work you to do make sure things go wrong.

Thank you for keeping this mod updated.

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Minor question: is it normal and expected behavior for the mod to not allow locking engine gimbal whatsoever while in flight?

  • Simple test rocket with one HECS, one fuel tank, one Swivel and some aero.
  • While the rocket is standing on the launch pad with engines off and me not touching any controls, the gimbal automatically locks itself every few seconds. This is on purpose, as per the last page.
  • The instant I fire up the engine, the gimbal unlocks immediately and will not let itself be locked at all for the rest of the burn. Even if I lock it manually, it unlocks again after just a few milliseconds. Setting gimbal limit to zero used to prevent this, but it no longer works in the sense that the zero gimbal limit is respected but the gimbal itself is still unlocked.
    • Action groups cannot lock gimbal either while the burn is ongoing. Neither toggle nor lock.

Is the latter part on purpose? Because I ran into a problem before where this inability to manually lock engine gimbal during flight caused side effects (caused asymmetric thrust from a force-unlocked gimbal's thrust vector touching the hull).

I don't suppose it would be feasible to have the mod detect whether the gimbal was locked by itself or by the player and only unlock it in the former case? I'm thinking... one boolean per engine, set to true when the mod locks the gimbal and checked when it wants to unlock the gimbal. If true, unlock the gimbal and set it to false; if false, leave it locked because it wasn't the mod who locked it.

Edited by Fraktal
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