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Everything posted by Freshmeat
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Welcome around, and gratulations on the Mun orbit. VVI is IIRC vertical velocity. There is a lot of info unavailable in VesselData, including orbital parameters. But unless you are a college level physics student, you will find little use for the things omitted, if any at all. That being said, if you want to make your own autopilot, you will need it, and are probably better served with kRPC, or a combined KSPSerialIO/kRPC control panel.
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First of all, welcome around controller building. It is a bit hard for me to understand what your problem is, but if I understand correctly, the demo code runs, but not your own code. To help, we will need to see you own code. Please, do not paste it in a post, but upload it to somewhere we can download and look. I do recall wurmis name, but not any particulars of his project. If it is old, you might have to update the VesselData and ControlPacket structs with the new entries. Also, a sketch is keyed to a specific hardware setup, so unless you have the exact equivalent setup and wiring the sketch will not do anything useful.
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@Tabb It would definitely tell what your code think the control state is. However, if you change vessels, it might be out of sync. In the VesselData struct, look for the UInt16 ActionGroups (VData.ActionGroups if you program looks anything like most here), it holds RCS status in second bit. However, the order of ActionGroups is not the same as MainControls, so you need to take care not using the RCS alias. I would go #define RCSSTATE 15 And your check could be if (getMainControls(RCSSTATE) == 0) { With getMainControls defined as below: byte getMainControls(byte m) { return VData.ActionGroups == (1 << m); }
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@Fraktal: Have you tried making a taildragger? I am a poor plane pilot be most standards, but I find the early planes being much easier to land with two wide wheels in front and a small wheel in the rear. The other difference is that I do not use multiple science containers, while you do not get every single point of science, it is often enough to have just one.
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[1.8.x] ScrapYard - The Common Part Inventory 2.0 (07/12/2019)
Freshmeat replied to severedsolo's topic in KSP1 Mod Releases
I think you are making a praiseworthy decision with respect to your your spare time, and I wish you all good in those endeavors. -
A and hardly surprising small observation: While trying to make additions to my client, I crashed it quite a lot. After a while, KSP (1.6.1) started stuttering. I installed MemGraph, and allocated a bunch of ram, only for the stutter to return after several more crashes. Turning off kRPC and turning it on again in game freed a lot of ram and stopped the stuttering, so it might be that the mod does not handle crashed connections all that well. Is there a time out on connections? Anyway, the workaround is really simple, so it is probably not worth investing time into. This is more of a heads up for other people having the same problem.
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I had a bit difficulty understanding the image, but I think I get it now. I would probably get a 3d print first if I where you, to see if it works out before getting a milled piece, my guess is that it will be hideously expensive. Have you considered a 120 mm ball if space is a problem? My experience is that things always ending up taking a bit more space than you plan on a drawing.
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@EccentricTea Same happened to me, should have thought about that as well when I tried to help. A lot of functions only need updating every second,. I used to do it on 250ms rolling updates, spreading the computationally expensive updates even (Arduinos are not exactly found of trigonometry). BTW, do you have any pictures of your console? I am rather intrigued by now.
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[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
Freshmeat replied to OhioBob's topic in KSP1 Mod Releases
Thanks for the warning. I do not use GEP at all, as I wanted to do a bit of exploration in the Ciro system before considering moving on, thus keeping the old Scatterer (high tides included at no extra cost). Unfortunately, it turns out it was not Kerbal Health that caused the crash. If I find a reliably way of reproducing it and/or the conflicting mod, I will make a proper bug report at appropriate places. -
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
Freshmeat replied to OhioBob's topic in KSP1 Mod Releases
And finally I think I figured why gpp kept crashing on me. I have tried all kinds of mods, but having 30+ it was very much trial and error and little hope for my very limited playtime, and logs gave me little to work with. Then I saw that you had added a kerbal health config, and once I removed that mod a couple of tests went fine. I guess that I should have read the fine print about per planet radiation configs. Anyway, thanks for updating, I hope I now finally can start playing in earnest. -
1.7 Maneuvering Engine Balance Changes
Freshmeat commented on Maxsimal's article in Developer Articles
I have used the Spark for just about anything vacuum for its TWR and ISP. While this might need me to redesign and look to other engines, but the actual mass change is not that big. If you shoot for an acceleration of about 0.5 g, the Spark can move some 4 t. A change of 0.03 t is about one percent less acceleration, I can live with that. -
@c4ooo: Thanks for clarifying. I want to have an alarm going off whenever I deviate to much from prograde as my constructions are not always that aerodynamically stable. BTW @zitronen: Why in the range from -360 to 360 instead of -180 to 180? I can perfectly live with it, but it seems like a strange choice. The word normal is a funny one. In math, it is the perpendicular, but in everyday use, it is what is expected, hence my confusion.
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First of all, thank you for keeping the mod alive. I have spent literally hundreds of hours building control panels, and learned everything I know about electronics and microcontrollers due to this plugin, knowledge that turned out handy in my job as well. Second, just to be sure: When you are flying prograde, your VData.ProgradePitch will have same value as VData.Pitch, right? Then you have just solved a thorn in my code as the data I could get from kRPC was troublesome. Third, I am not certain what you mean by NormalHeading value. How does it differ from Heading? Fourth: Welcome back to the explody rockets.
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Chiming in on the overtime, it would be sweet if it had a spillover to Kerbal Health, taxing the overtime in HP (1/30 mins would be a real danger quickly). Actually, if you really wanted to make me happy, make it so you manage the crew rotation on active ships not in timewarp: I can choose to relieve Jeb, or make him bit the bullet and suffer through, until he can get a long R&R.
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There is a mod for that, or rather, a program connecting to kRPC which still is known to work with 1.6.1. Needs an external computer and Krewmember has dropped of the planet, but it could be a place to start.
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First of all, I am going to use this. I've just started a career, but if it blows up 5 launches lost is not a problem. If I may suggest a small change in layout, I would add occupation after the name instead of after "on duty". Maybe snatch the icons (with permission) from the portrait stats mod I seem to remember- wings for pilot, wrench for engineer, Erhlenmeyer flask for scientist - so we have an idea whether Aldny is qualified to take the controls when Jeb steps down. Also, you might want to be able to sort by craft instead of by off duty time, if that is not included already (not clear). Looking forward to get home tonight and try it out.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Freshmeat replied to Galileo's topic in KSP1 Mod Releases
That one was a typo of mine when converting from days to years + days. Sorry.- 7,371 replies
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