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[WIP][Plugin][0.3.3] Flight Computer - Fully automated flight, programmable via VPL


pixartist

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I hope it's not too buggy, I didn't have much time to test it...

downlöoad and test it now thx for the update

btw. i have a lot of mods including RSSS6.4X configs and alot more i never had an error from FC it works and works and works.... !

Edited by whaaw
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I wrote my first program in this just now. My "Hello, World!" Was an abort sequence that set throttle to 0, fired the abort motor, separated the abort motor, and staged the chutes (if decending). It is so much faster and reliable than using 3 action groups manually. :) I spend the last 30 mins blowing up parts of KSC with my rocket, never failing to save the crew :)

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Sweet heavens!

Would it possible to make a roll program for a shuttle with this?

Also is there any notable fps loss with a complicated setup?

It should be possible. One could probably program it all the way to orbit.

I've not really read through the code, but I have a hard time imagining that for any program one is likely to make, that there's be any noticeable performance hit. Plugins tend to be nice like that :)

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I've been tring to make a Gravity turn... but I don't really understand the SetNavballHeading values...

The launch it's perfect! after 10 seconds starts the engines, and after 6 seconds, removes launch clamps, going perfectly straight up setting all at 0

After i set a NavBallheading of N\s 0.35 E\W 0.6 and U\D 0.6, just because i read them from a previous test flight, those values should be Pitch : 45° Heading : 90° Roll : (not figured out yet.)

This is my actual flowgraph.

http://i.imgur.com/Bxdpcw7.png

http://i.imgur.com/MgY2uGu.jpg

If you already explained it, i'm sorry, i must have missed it in some page... I've checked every page twice

Edited by Redhotita1
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I've been tring to make a Gravity turn... but I don't really understand the SetNavballHeading values...

The launch it's perfect! after 10 seconds starts the engines, and after 6 seconds, removes launch clamps, going perfectly straight up setting all at 0

After i set a NavBallheading of N\s 0.35 E\W 0.6 and U\D 0.6, just because i read them from a previous test flight, those values should be Pitch : 45° Heading : 90° Roll : (not figured out yet.)

This is my actual flowgraph.

http://i.imgur.com/Bxdpcw7.png

http://i.imgur.com/MgY2uGu.jpg

If you already explained it, i'm sorry, i must have missed it in some page... I've checked every page twice

The navball values are basicalle describing a vector. If you want to go straight up, use up 1 and the other values 0. If you want to go east, set E/W to 1 and all others to 0. If you want to go straight west, set E/W to -1 and all others to 0. If you want to go 45° up/east, set U/D and E/W both to 0.5 and N/S to 0. With the next updates all headings will be streamlined and will use Vector3. Btw. if you check "Keep Roll", the vessel will NOT change it's roll to the given value (this will also be changed in the next update)

Edit: Also if you want to use the navball headings like you do (e.g. set them once and they will stay) I recommend enabling the SASController on launch. It will smooth and control the SAS heading.

Edit2: Update is now online. If you have any questions about setting the heading, ask here. I'll make a tutorial now.

Edited by pixartist
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Alright, remade the launch config, but still it looses the control as I give the command to go 45°

Since I need to go only East, and from Up to Down, I can calculate the values by sin and cosin of the wanted pitch angle, If i correctly understood the mean of X Y Z axes.

This is what i came up with:

X -> cos(a)=E/W

Y -> sin(a)=U/D

http://i.imgur.com/rfuLhrk.png

Tried to do it in Kerbal:

http://i.imgur.com/R4mdttg.png

http://i.imgur.com/SzTfrbj.png

Result :

http://i.imgur.com/F1DGFef.jpg

http://i.imgur.com/i545fDM.png

What am I doing wrong?!

EDIT: Images are just too large to be poster directly... Isn't there a spoiler?

Edited by Redhotita1
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Alright, remade the launch config, but still it looses the control as I give the command to go 45°

Since I need to go only East, and from Up to Down, I can calculate the values by sin and cosin of the wanted pitch angle, If i correctly understood the mean of X Y Z axes.

This is what i came up with:

X -> cos(a)=E/W

Y -> sin(a)=U/D

http://i.imgur.com/rfuLhrk.png

Tried to do it in Kerbal:

http://i.imgur.com/R4mdttg.png

http://i.imgur.com/SzTfrbj.png

Result :

http://i.imgur.com/F1DGFef.jpg

http://i.imgur.com/i545fDM.png

What am I doing wrong?!

EDIT: Images are just too large to be poster directly... Isn't there a spoiler?

Well, you are switching the SAS off just before setting the SAS heading. SAS and SASController should be switched on. PS: I made a small tutorial on how to get to orbit, see the main post.

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I just found out that the "Location" note is pretty unreliable currently, since the local coordinate system is not fixed. When you enter the atmosphere from orbit at kerbin, the launchpad is not 0,0,0 any more. I will change the location to use latitude and longitude in the next patch. I will try to add a node that converts lat & long into coordinates scaled to the world coordinate system, so that it's possible to do velocity calculations with the location.

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also, may I suggest printing values and variables somewere on the flight screen, or even in a seperate window?

hehe, I wanna see a video when you're done ;)

I'll try, but I have to dig myself deeper into this mod, I don't have that much time at the moment. Any Idea how to get the direction for the start from the coordinates?

Edited by Themorris
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Hi

Is it possible to make the program window resizable?

i play with ksp at 6000x1080 (nvidia surround) and sometimes i click on the part in the backround and the part descripton pops up then i have to reload the scene to fix this.

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Hi

Is it possible to make the program window resizable?

i play with ksp at 6000x1080 (nvidia surround) and sometimes i click on the part in the backround and the part descripton pops up then i have to reload the scene to fix this.

Yes. The current solution is not very good, I will try to rework the window code as soon as possible. Clicking on stuff through the windows is a KSP/Unity issue though, I'm already "locking" the interface, which unfortunately does not do the job too well. When selecting a part through the window, doesn't right clicking fix that ?

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Yes. The current solution is not very good, I will try to rework the window code as soon as possible. Clicking on stuff through the windows is a KSP/Unity issue though, I'm already "locking" the interface, which unfortunately does not do the job too well. When selecting a part through the window, doesn't right clicking fix that ?

no right klick dont work for me, perhaps part cataloge or Ed tools disturb the thing too.

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Big update!

Changes

- Changed duplicate node key from shift to ctrl

- GUI overhaul

- Window states are saved

- Windows are draggable

- Windows are resizable

- Added Watch Value node (Any value type can be connected to this)

- Watched values are displayed in the small default window

- Added toggle RCS node

- Added Body Radius node

- Added Body Mass node

- Added Gravitational Constant node

- Added Time Node

- Fixed Fuel Empty Node

- Most Event nodes now can be toggled via boolean input

- Included example subroutines

- Got a new line drawing algorithm

and lots of bugfixes

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Big update!

- Added Watch Value node (Any value type can be connected to this)

- Watched values are displayed in the small default window

WOOHOO, very nice, thank you!

here comes the next request(just an idea, but i'd think this would be helpful):

Visual button input: So, if you choose this input, you will get a GUI button which can trigger the execution of a program. You are not bound to action groups for user triggered actions.

What do you think about this Idea?

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WOOHOO, very nice, thank you!

here comes the next request(just an idea, but i'd think this would be helpful):

Visual button input: So, if you choose this input, you will get a GUI button which can trigger the execution of a program. You are not bound to action groups for user triggered actions.

What do you think about this Idea?

Wouldn't the UI get too crowded at some point ?

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