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Youen

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Everything posted by Youen

  1. OK, didn't know that. It should work, indeed, but I haven't tested. - - - Updated - - - That's done in the latest release :-)
  2. Good point here. I'm adding that to the feature requests on git hub. Also, your performance issues (lag + red trajectory disappears) might have been related to a recent bug I fixed, a new version is available on git hub.
  3. I have indicated on the first post that bugs are to be expected... If you want something clean, you'll have to wait a little more. Can't harm to try, though.
  4. Thanks for pointing that out, I have updated the first post accordingly.
  5. OK, that was my fault. I shipped a debug DLL, instead of the release one. I have some debug code that enables infinite fuel automatically for my tests. Really sorry about that, I've uploaded the correct DLL on GitHub (the previous one is overriden).
  6. That's really weird :-S I'll check that ASAP, I mostly test with spaceplanes so haven't checked that yet. Can you double check infinite fuel is not enabled ? (alt+F12)
  7. You're not the first one to report this bug. I can't reproduce it yet, can you look at the FAQ I just added on the first post ? I'd like details to help reproduce the issue(s) on my computer if you have some time (mods, craft, log)
  8. That's weird, it works on my computer. If I remove the FAR folder from GameData, trying to access FAR functions just throw an exception, which I catch and assume FAR is not installed in that case. Anyway, for better compatibility with any FAR version, I'll probably need to dynamically find the assembly and use reflection to call the methods, as you suggest. I have to look at the details as I never did this kind of thing before. The way I make it work with FAR is quite simple : I call the main FAR methods on each part to compute the forces. I just trick FAR to give me the situation I want by sending a velocity rotated to the current vessel orientation. That is, if I want to know the drag/lift forces for the vessel going forward, I send a velocity aligned to the forward vector, even if the resulting velocity is not oriented in the direction I actually want, it just needs to be correct relatively to the vessel. Maybe I'm not clear, it's harder to explain than it actually is... And then I cache all forces in a big array to avoid recomputing the same thing over and over for each prediction step. Otherwise we'd run into serious performance issues. The cache is updated whenever a big difference is found in the model (this happens when a part is decoupled, rotated, etc.), or when clicking the corresponding button in the map view.
  9. Just the actual trajectory right now. Maneuver nodes are on my task list for later.
  10. I should try MechJeb, heard a lot about it, but never installed it yet. I thought it didn't work with FAR though, but maybe I'm wrong ? By the way, I've added some screenshots to the original post. Sorry for the delay.
  11. You can set up the descent profile for that. The trajectory will update accordingly. At this time, you have 4 sliders, respectively giving the angle for entry, high altitude flight, low altitude flight, and final approach. Each slider can be configured as an angle of attack (relative to your velocity vector), or an horizon angle (relative to the horizon). The default setup is AoA = 0°, which means you just follow your velocity vector ; but that's just the default, you can change it.
  12. At this time maneuver nodes are not used. But that's something I'm planning. It's easy for nodes that are before an aerobraking maneuver (I just have to follow the KSP flight plan), but for nodes after the maneuver it'll become tricky for players. The node will be displayed where KSP thinks you'll be, but I'll use it to update the predicted trajectory, so you'll have to edit something that's not at the right place. Still better than nothing. Ideally, I should implement a new maneuver node interface, but that's a bit of work.
  13. If you have some time, could you post a screenshot of the cross (and your actual landing position), and also update your KSP_Data/output_log.txt to see why you don't get the atmospheric trajectory ? This is usually due to a bug during the plugin execution, so an exception stack trace should be visible in the log mentionning something like XXXException: <some message> [...] at Trajectories.<some function>. I'm interested in the exception message and the function name (the whole log would do as well but it can get big if you never clear it) Also, do you use FAR or another mod that could impact your trajectory ? (that would not explain the Mun thing though)
  14. Not yet, but it should be simple to do. I'm waiting for some feedback about FAR compatibility though (does it work well with everyone's specific version of FAR ? do I need to find another way to communicate with FAR's DLL ? etc.)
  15. Of course it works ;-) Well, I must admit I've only tested it on my computer. It might incorrectly detect your FAR dll, I haven't made tests with other versions than the exact DLL I'm using. You can get that exact DLL from the GitHub repository (in the 3rdParty folder, this is the one I used to build the Trajectories mod), or you can rebuild the mod with your particular version. I intend to make more tests and/or find a better way to interact with FAR to avoid compatibility issues. I also intend to post screenshots, but haven't got the time yet... Ideas and bug reports are welcome of course.
  16. OK, that's probably the explanation. I'll try to add a metal tank then, thanks. Would be great if it was written in the in-game part description :-)
  17. Hi there, I'm trying to recycle a vessel, but it doesn't work. I have a recycle bin attached to a rocket parts tank, so I thought recycling a ship would fill the tank. The ship does get destroyed (after activating the bin), but the tank remains empty. Am I missing something ? In case it would be related, I have a ship being constructed in an orbital dock attached to the same parts tank, but the construction can't complete at this time because the tank is empty. Thanks for any help.
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