JoePatrick1
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Quick fix release. Sorry for the inconvenience. v0.3.4 Released for KSP 1.1.2 Changelog -Fixed incorrect variable used in lift calculations which meant that lift did not decrease with altitude Sort of. Currently you can achieve this by making sure the mass of your vessel is in-between the two payload ratings. Right click the balloon in the editor part list, the mass needs to be less than the recommended payload but more than the number in brackets. As lift decreases with air pressure (so altitude) the balloon can carry more at sea level than higher up. By having a mass in between the two, it will rise then start to fall when the balloon doesn't have enough lift then rise again when it gets low enough to have enough lift. This will just keep repeating. The balloon needs to be the active vessel or in physics range for this though. Tethered balloons are planned in a future update which may suit your needs better. In the mean time you can achieve the same thing with the KAS winches. -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
v0.3.3 Released for KSP 1.1.2 Changelog -Recompiled for KSP 1.1.2 -Fixed issue where balloons could lift an infinite weight -Multiple balloons on a vessel no longer causes high speeds -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Thanks for letting me know. I'll look into it -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Not currently planned. Though modding is fairly easy and I have written a tutorial for making your own balloons if wish to do it yourself. Here is the tutorial -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
To be fair it's not that self explanatory but yeah these balloons unsurprisingly have a lot of air resistance which results in a low terminal velocity if this isn't increased. -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
I am assuming that it is not reaching the maxSpeed? Most likely just need to increase the targetTWR or speedAdjustMax as well but here is what each of the speed limiting properties do. targetTWR This is the TWR that you wan't your balloon to maintain. Bear in mind that this is obviously limited by the maxLift but you can always increase that as well. liftLimit Obsolete - forgot to remove from the cfg speedLimiter True/False. If disabled then the balloon will maintain it's targetTWR but will continue to accelerate rather than maintaining a speed if this is set to true maxSpeed This is the speed that the balloon will try to maintain. If the balloon is not reaching this speed (eg 'maxSpeed = 10' but speed tops out at say 7) then you need to increase the targetTWR. maxSpeedTolerence A percentage (eg 0.05 = 5%) that the speed can deviate from the maxSpeed before the balloon will compensate. maxSpeedStep Essentially how fast the speed limiter will compensate if the speed deviates from the maxSpeed. Higher number = faster response speedAdjustMin Difficult to explain but the lower you set this then the more the speed controller will lag (not game lag - just how quickly it reacts) but can reduce the speed further. Mostly just leave it alone but if you find that your balloon is going above your maxSpeed (usually at higher altitudes where there is less air resistance) and keeps getting faster then make this number lower. speedAdjustMax The same as the min but the other way round. This one doesn't need to be changed as much though as you can just change the targetTWR. This can be used to allow the balloon to reach higher speeds like targetTWR however doesn't result in as fast acceleration on liftoff like increasing targetTWR will. You have to fiddle around with the numbers a bit but eventually you'll find a combination that suits your needs Hope that helps. If you have any other questions just ask -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
v0.3.2 Released for KSP 1.1 Changelog -Recompiled for KSP 1.1 -Lift limit tweakable removed and replaced with a new automatic system -New settings in each part.cfg to tweak said system The song is Jump by Two Steps From Hell. If you like it you should listen to other songs by them and Thomas Bergersen (the composer). Zack Hemsey is also very good. edit: and 3 hours later I've only just realised how relevant this song is. I didn't even think about the name when I chose it, I just used it because I like the song. -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Just an hour or so to go. Here's a little teaser -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Been playing around with removing the lift limit and instead having it automatic. It works much better and is nearly finished (just testing & balancing) so I will release the 1.1 update when that is done. 22:45 here so probably not tonight but tomorrow most likely (again...lol) -
Here is a video of the roll working. The left ball is 'streaming' from KSP and just rotates around a point. The right ball can only rotate on three axis the same way as the real life version Here's another vid
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Using some raycasting in Unity I have so far got roll working. Today I am going to try and get pitch working by using a similar technique. The way the roll detection works is by finding the point where the horizon of the navball (as that is where the arm joins with the ball) aligns with the axis of rotation of the roll motor. This then gives me the required angle of the roll motor and it works as it should.
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
I'll try and release an update tomorrow that is 1.1 compatible and has a few changes I have made. -
Hi, I want to make a real life navball and I have figured it alll out apart form one detail. The navball in KSP just rotates freely however my real life version will rotate on 3 axis. Here is a rough diagram to show what I mean (that tiny blue rod will be replaced with a motor) Now as you can see the axis are all connected. For example rotating the roll motor (the one at the back) will move the pitch motor. This means that I can't just set the roll motor to the ships roll, the pitch motor to the ships pitch and yaw motor to ships yaw because that would require fixed axis. So does anyone know how I can sort of convert the rotation of the freemoving navball in to 3 axis as shown. Thanks
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Is System.IO still forbidden?
JoePatrick1 replied to JoePatrick1's topic in KSP1 C# Plugin Development Help and Support
Thanks, I'll take a look at that. -
Is System.IO still forbidden?
JoePatrick1 replied to JoePatrick1's topic in KSP1 C# Plugin Development Help and Support
So no way to do it this way then? Is there a way I could write data to a local file that I can then write a separate program to access? -
Is System.IO still forbidden?
JoePatrick1 replied to JoePatrick1's topic in KSP1 C# Plugin Development Help and Support
Looked it up. People say that you need to go to player settings and change from 2.0 subset to just 2.0. Now this all fine and dandy if you're making your own game but is there anything I can do about this with KSP as it is already published? -
Is System.IO still forbidden? I am trying to communicate with an Arduino through a plugin using System.IO.Ports but it seems to not be loading the plugin. When I remove 'Using System.IO.Ports' the plugin loads but I need it. I thought System.IO was no longer blocked. Is there any other way around this? Found this in the log [ERR 14:04:25.092] AssemblyLoader: Exception loading 'NavballHID': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'NavballHID.NavballHID' from assembly 'NavballHID, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
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I am trying to communicate with an Arduino through a plugin using System.IO.Ports but it seems to not be loading the plugin. When I remove 'Using System.IO.Ports' the plugin loads but I need it. I thought System.IO was no longer blocked. Is there any other way around this? Found this in the log [ERR 14:04:25.092] AssemblyLoader: Exception loading 'NavballHID': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'NavballHID.NavballHID' from assembly 'NavballHID, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
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After effects for tracking and compositing. Cinema 4D for the 3D rendering
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Sorry for late reply, didn't see this. Where I said to set the balloon scale to something small like 0.01,0.01,0.01, you could just leave it at 1,1,1 then also set min and max scale in the config to 1 - that should work. The balloon will still have to be inflated but the inflating animation won't happen, it wall stay at 1,1,1 scale.
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[1.1] Probe Low Power Mode - Hibernation mod
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Releases
Was made for 1.1 but it might work with 1.0.5 - I haven't tested it. -
[1.1] Probe Low Power Mode - Hibernation mod
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Releases
I've never used module manager before so I don't really know what I'm doing. Though doesn't module manager run on each part when the ship is loaded which would mean I couldn't use the minimum crew as I change this from 0 to 1 in order to disable control so if someone went to space centre with low power mode on, it would have minimumCrew = 1, then it wouldn't add the module and they wouldn't be able to disable it. I could be completely wrong, I suppose the cfg is changed by the mod, I'll have to test it. -
[1.1] Probe Low Power Mode - Hibernation mod
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Releases
Haven't tested with remote tech. I think it will work as normal, you disable low power mode with a GUI button rather than a command or anything but you'll have to give it a go It's me -
This is a fairly simple mod, it adds the option to put your probes into low power mode. Whilst in this state, your probe cores will only use 0.5% of their usual power however you cannot control the craft whilst in low power mode. This is useful for early game probes with limited power and also as a precaution in case your panels are not facing the sun during long journeys. You can change the low power mode percentage from 0.5% to whatever you want in the LowPowerProbe.cfg file found in the mod folder. This should work with most other probe mods however if it doesn't you can simply copy and paste the module from the cfg in the mod folder into the cfg of the probe from the mod. Download Here Source Code