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[1.11.x] RCS Build Aid v1.0.6


m4v

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15 hours ago, m4v said:

RCSBA did at some point but I removed it for save UI space. Placing the DCoM marker inside the CoM marker is good enough for zeroing their distance. Reducing the size of the markers will help.

Yes, but balancing using exact numbers (and seeing how they change while you move a part) really feels more convenient :wink: Maybe it'll work as an optional UI feature? :rolleyes:

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"exact numbers" is an expression that gets thrown around a lot without thinking about the situations were they are valid or their objective usefulness. All numbers in RCSBA are only exact so long the engines are off, and unless you're burning for minutes without SAS, 0.0001 or 0.1 won't make any difference. Zeroing the relative positions of the center of masses with the visual aids is enough, if you want to convince me otherwise I need an user case where that number is needed.

Edited by m4v
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8 hours ago, m4v said:

"exact numbers" is an expression that gets thrown around a lot without thinking about the situations were they are valid or their objective usefulness. All numbers in RCSBA are only exact so long the engines are off, and unless you're burning for minutes without SAS, 0.0001 or 0.1 won't make any difference. Zeroing the relative positions of the center of masses with the visual aids is enough, if you want to convince me otherwise I need an user case where that number is needed.

 

You're right about active control.  I'm well aware that without context, numbers can be very easily deceiving.  I'm unaware how much a given value of torque is going to affect a design unless I start delving into external analysis.  And without an idea of the moment of inertia, that won't get far.  But the offset between the different CoM from fully wet to fully dry is a distance that we can easily imagine.  And for maneuvering at some random value between them, making that CoM difference small enough is very helpful to tune a design to remove coupling between orientation and lateral movement while doing things like near rendezvous.  Especially when monopropellant is tight.

I'd like you to restore the offset display if you can do so in keeping with your other goals for RCS Build Aid.

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Just downloaded this, I love it!

One criticism though - if you're building a mono-prop powered vehicle (for minimal part count/faff) using RLA Stockalike engines, RCS Build Aid cannot run COM/DCOM difference calculations based on there being no monoprop left, you have to manually drain the tanks to do so.

Are you able to implement DCOM including empty monoprop tanks in a future release?

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  • 3 weeks later...

Hello, I know requests for prerelease updates may be frowned upon, but I'm finding super hard to handle this game without your mod, is there a testing version for 1.2pre yet?

Downgrading to 1.1.3 for testing doesn't work because the fuel flow is now completely different, so the mod doesn't account for surface attach without fuel lines.

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  • 3 weeks later...

update

Version 0.9
-------------

* Update for KSP 1.2

Known Issues:

  • the plugin's button shows in scenes it shouldn't, didn't have the time to fix it.
  • Blizzy's Toolbar isn't supported in this version.
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22 minutes ago, kcs123 said:

Thanks @m4v for update, RCS build aid is one of essential mods for my playtrough. Don't know if you noticed, but @nightingale have posted some info about toolbar. It seems you just need to add additional piece of code and it will work again.

Can't help you more with that, other than forwarding info about it.

I'm not sure if that is correct. I think nightingale found a bug while working on Contract Configurator that required a change to the toolbar wrapper. I think toolbar still needs to be updated for 1.2 though. 

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If I understand properly, until toolbar is properly updated you can use that few lines of code from provided link to make everything work again. It seems that all you need to use that additional piece of code in any mod that want to continue to use toolbar. But I didn't investigate deeper whole story, just forwarding info about it.

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@kcs123Thanks, I don't use the wrapper so that shouldn't be an issue. I just didn't include toolbar support because it wasn't updated for 1.2. I did a quick test with the latest version and because it wasn't working I just assumed that the toolbar needed to be updated. When I get some time I will look into it better.

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Has anyone ever asked if you would consider putting in a center of buoyancy marker and a display of net weight when immersed in water? I have occasionally tried to design submarines using mod parts with high densities and found it really difficult to design something that is close to neutral and doesn't continually want to flip over because the buoyancy and mass are misaligned.

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@m4v I had a similar issue with my buttons and @DMagic was able to provide a work around.  Not sure if it is the same issue or not, but the visibleScenes parameter appears to be bugged so you just have to destroy your button every time a scene changes to where it shouldn't be and then recreate it again later.

 

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3 hours ago, Alshain said:

@m4v I had a similar issue with my buttons and @DMagic was able to provide a work around.  Not sure if it is the same issue or not, but the visibleScenes parameter appears to be bugged so you just have to destroy your button every time a scene changes to where it shouldn't be and then recreate it again later.

 

paging @Ezriilc for the button issue ^^

Edited by Drew Kerman
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2 hours ago, Ezriilc said:

Thank you!  I will look into implementing this in HyperEdit, but since it's really not a problem, I'll likely wait until the next KSP version update.

might be worth fixing next time you have a more pressing reason to dig into the HyperEdit code, just to save you from having to deal with ppl paging you about it. I'd say also add it to the OP as a Known Issue. maybe someone will read it :wink:

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Just now, Drew Kerman said:

might be worth fixing next time you have a more pressing reason to dig into the HyperEdit code, just to save you from having to deal with ppl paging you about it. I'd say also add it to the OP as a Known Issue. maybe someone will read it :wink:

Actually, rather than a "known issue", I'm gonna label this a non-issue, as it has zero impact on game play and HyperEdit functionality.  :wink:

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