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Kartoffelkuchen

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Everything posted by Kartoffelkuchen

  1. Definetely interested, only a kind of "wind" would already be highly appreciated, I know there's a wind mod for FAR but I'm having far too many issues with that. Would love to test my airplane pilot with wind
  2. Nice job! Feel free to share these! However I'd also recommend to have a look at B5 textures which is linked in the OP, it features the new block 5 textures. :) On Spacedock, you can go to "Changelog" and then select the version you'd like to have. It should be this one for you: https://spacedock.info/mod/269/SpaceX Launch Vehicles/download/4.1 You can also try to use a newer version, it might work as well in 1.3.1, but no guarantees since I've made some config changes to some parts which were made possible using newer KSP versions. I'd say stick with the linked version for now
  3. Yeah, couldn't release it on my own, even if I had loved to do so at some point (...) but yes it's coming along! Shouldn't be too long any more, we're in like pretty much the final phase now And Delta II will be released, no worries BTW, we're almost closing in on 60.000 downloads, that's pretty sick so thanks for that guys! <3
  4. Using custom configs made by them i guess, yeah. If anyone who has decent configs for RO would be willing to submit them to the dev team or however the process of integrating configs for other mods to RO is, that would be highly appreciated!
  5. What does your GameData folder look like? Is the path GameData/Launchers Pack/Rockets/... ? It should work in 1.4.4, though I haven‘t tested it there yet.
  6. Do you know where I can download KSP 1.4.3 (no steam version)? Would love to try this out but it doesn't seem available on the store, maybe a direct link still exists which was removed from the store? @Ger_space Welp, that's sounds complicated... let's hope this will be fixed
  7. @infinite_monkey Yeah, got the same issue. I installed Kerbal Konstructs 1.4.3.4, KerbinSideRemastered_0.90 and using KSP 1.4.4, but nothing has changed. Maybe an incompatibility of Kerbal Konstructs?
  8. Yep, it's done! Well, pretty much. Everything I want the autopilot to be able to do is now working properly. Features right now are: - Hold altitude, pitch or heading - land at any given airport, no matter the runways heading - create and fly custom flight routes with different waypoints I might look into creating a custom GUI for it, and I'll think about releasing the script. Don't know why the sound is offset from the video though
  9. I created this mod for stock KSP, RO should provide the configs for this mod to work in Realism Overhaul. If they don't work, you need to ask in the RO thread.
  10. Added it in the OP now because no one seems to get it: [This Mod is by default not compatible with RO/RSS. If you have any questions or problems with this mod regarding Realism Overhaul, please post in the RO thread] Thank you
  11. Awesome thank you. Love the engine too! You can embed an imgur album by simply copying your album code (in your case: ljyIgIH ) and then click the 'imgur Album' symbol in the editor (7th one from the left) and paste the link
  12. This is absolutely incredible, you‘re doing great work keep it up! Would love to get my hands on this...;)
  13. Would be awesome if you could make an imgur album embedded in the OP showing all the parts which are finished, since the album in the op is not updated. Love your work
  14. Sounds great! I'm not using RO, so don't know if there are "official" configs for the rockets now or if you did them. If they are yours, would you like to merge them into RO so everyone can have them since many people ask? Best ask the RO devs about that. Drone ship has build in command module & engine, so just "fly it out" to where you wanna have it. Might need to change mass & thrust of the drone ship though. Create your own agency flag or something? I'm sorry, but this is currently not possible any more. I switched to the stock texture changing module instead of the firespitter module, and the stock module currently does not allow to change textures in flight. Thanks for your in-depth feedback! OK, making the fairings more "poppy" is noted. Never had much of an issue with the side booster sep though, I know they don't seperate too far away but I did not have the issue of them colliding with the centre core, will have a look at that again. That's...interesting. @Jack5.exe You shouldn't even need to do this any more, thanks to autostrut. By default, autostrutting of the side boosters should be enabled, if not, make sure all of the side booster parts including the seperator have autostrut activated, then you shouldn't have any issues.
  15. Ok, got a problem here. I have a list of coordinates for some 'waypoints' for my script (not like a real waypoint, but just as of a variable with latlng), now I'd like to visualize their position. I basically only have the latitude and longitude of the 'waypoint' and for some a minimum altitude at which it needs to be passed. How would I go about visualizing them in the game itself? I know you can draw vectors on the screen, but how would I create a drawn vector with only the given coordinates and maybe a minimum altitude? The direction would be "up" for each vector, so each vector should point straight up relative to the surface with a given length. I want it to look a bit like these vectors from FSX:
  16. Automated Airplane Landing Script v4 Compared to the last video and versions, I highly improved the script. It now lines up much better with the runway, I optimized the final approach as well as completely reworked the pitch holding logic, no more oscillations or too late corrections. As you can see, in the first clip the plane has to do a rather extreme approach, coming in far from the north with only a short time to line up with the runway, but it manages just fine, except for landing a little too far off the centerline, but with a more "normal", less aggressive approach, the plane would have landed just fine on the centerline. It still needs some work, especially in regard to landing on runways which are not exactly 90°, but this is not too big of a deal to do any more. Also, quite a lot of optimization can be done I think, the code is already quite "clean", but there are some parts which can be highly optimized to allow the program to have a higher tick rate. You can see the time the program needs for one "cycle" at the bottom of the kOS interface, usually the time is around 0.4s in landing mode but might increase under certain circumstances to 0.76s. This is not too big of a problem, but it is always a good idea to optimize whereever you can. However, it is coming together really nicely, what do you think? @infinite_monkey I totally understand your problem, been there myself when I worked on my script. As for the "reverse steering" problem, it all depends on the drag / lift created by the vessel at different speeds, really hard to calculate if you don't know the exact dimensions of the ship. I've also just had a number, above the number the steering would be reversed, below it it would point towards the target. Check this video for example, I've got a couple more on my channel as well.
  17. Thank you for more than 50.000 downloads! Just had a look on spacedock, we've actually passed 50k downloads on this mod! Thank you for your support!
  18. Nah, that would lead to loads of over- and undershooting, making the thing incredible unstable until it will just stop working eventually. You'd use a PID as @K^2 described to adjust the speed of the belt. It would work like this: The P (proportional) measures the distance of the plane to its "target" position, like if it moves half a meter behind it's target, p will equal -0.5. D, derivative, measures the speed at which the plane is moving away from its target, and finally, I, integral, measures the error over time of the plane to its target position. For the last step, you'd multiply P, I and D with unique constants to balance them and then add P, I and D together to get an output value for the belt.
  19. How come so many people seem to run into this issue? @cgwhite4 @who cares @Oggy1326 There *needs* to be something wrong with your installation. I need to know if you're using any other mods (especially if it's Realism Overhaul), or I can't help you. There's no way it works for so many people, including me, without any issues, but not for you...
  20. Automated airplane landing Sorry for the potato quality... Whatever, the script is not done yet, but it's getting better and better! Just thought I'd share
  21. @huntermasterThen you didn‘t install it correctly. The installation should look like this „KSP main folder/GameData/Launchers Pack“ and then inside „Rockets/SpaceX“ and then it will work.
  22. You'll need to find out yourself. Maybe it works. If it doesn't work in 1.4.1, you can also try to download an older version from Spacedock by clicking on "Changelog" and then selecting a version and hit "Download".
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