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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. The VOID beta was updated to work properly with CC. I've updatd the OP Someone ask the Hooligan Labs Airships author to update the toolbar interface code, which is where the bug is
  2. That is a very interesting question, and I'm eagerly awaiting your checking this
  3. No need, thanks. The problem is that there are dependencies which haven't yet been updated for 1.2, of the following RPM is not yet updated officially to 1.2: "depends" : [ { "name": "ModuleManager" }, { "name": "FirespitterCore" }, { "name": "BDAnimationModules" }, { "name": "RasterPropMonitor-Core" } Wait for SXT Continued to be released, I'll be releasing a beta this weekend, it has a ducted fan already
  4. The module is intended to be in a part which is attached to the crew module, not in the crew module itself. Please raise a Github issue, while it isn't what was originally intended, I might be able to make it work that way. Include the patch in the issue
  5. It shouldn't have done that. Can you provide an example where you prune one part and others get pruned? Not at this time, but it is on the roadmap This is intended behaviour, so that when you update a mod, you don't have to redo all the pruning
  6. It actually wasn't, but I'll fix that for you. When will this be released, it's still the "PRE" version The CKAN submission has been fixed, expect it to show up in CKAN later today. However, since the version on Spacedock is still listed as 1.1.3, you won't be able to install it on a 1.2 release. Furthermore, if you install it on a 1.1.3 release, you will get the 1.2 prerelease version. All-in-all, a mess, which will be cleaned up as soon as a final release is done for 1.2
  7. Thank you. Was this a new game in 1.2, or is it a carry-over from 1.1.3? Please remove the following mods and try the test again. If you don't want to mess up your install, then just copy the entire KSP directory and do the test in that directory: Near Future Constuction, there are problems with it in the log Space-Y, also problems in the log, although not as bad I just ran the following test on a fairly clean install: Test # 1 Start KSP Enter a sandbox game Enter VAB Add a MK1 pod Add a name to the pod using the PDPN button on the right-click menu of the pod Launch Turn on SAS Move vessel using A/D keys, observe that SAS works Disable SAS Move vessel using A/D keys, observe that vessel reacts differently Test # 2 Start KSP Enter a sandbox game Enter VAB Added OKTO probe core Added Z-200 battery Added Small inline reaction wheel Launch Turn on SAS Move vessel using A/D keys, observe that SAS works Disable SAS Move vessel using A/D keys, observe that vessel reacts differently In both of these tests, when I tilted the vessel up on edge with SAS on, the SAS kept the vessel from falling back to the ground. Turning off SAS would allow the vessel to fall back down. So it might be related to the vessel itself, can you please send me the craft file you are testing with. I notice that you have KabinKraziness, and since one of the functions of that mod disables autopilot, I'm wondering if there might be another interaction going on. Please don't take this the wrong way, but there is nothing in PDPN which touches the SAS code at all. You have a lot of mods installed, and sometimes there are odd interactions. I suspect that is what is going on here. It would be very helpful if you were to start with a fresh install, added PDPN, then, one at a time, add all those other mods you have installed until you experience the problem. I would also like to point out that some of your installed mods are compiled against the "PRE" version of KSP, which means that they may not be working quite right, even if you don't see any visible issues.
  8. Hi Everybody, I now have an official release of Kramax Autopilot Continued: Please move all conversations to that thread, thanks
  9. This is a continuation of the older Kramax Autopilot. The new version for KSP 1.4.1 has new dependencies New Dependencies Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed. Download from: http://spacedock.info/mod/1019/Kramax Autopilot Continued Source code: https://github.com/linuxgurugamer/KramaxAutoPilot License: CC-NC-SA-4.0 The following is from the old thread: Sample Flight Video Kramax Autopilot Recently I started flying spaceplanes in Kerbal and discovered I could never land them successfully. My keyboard flying skills are sub-par. This despite being an instrumented rated pilot of real planes. I found a very good autopilot mod by Crzyrndm called "Pilot Assistant" (see thread). But it did not have any course following abilities. I have taken the source code for Pilot Assistant and heavily modified it to add course guidance (both horizontal and vertical) so that it can autoland a spaceplane on the KSC runway. Many thanks to Crzyrndm--this mod would never have happened without the excellent starting point. Note that I did not keep all the capabilities of Pilot Assistant--I was very focused on auto-landing and things that were not really needed for that were omitted. Flight plans can be loaded from configuration files located in the GameData folder. There is currently no capability to create new flight plans on the fly within the game, but you can edit the GameData/KramaxAutoPilot/FlightPlans.cfg file and add flight plans that way. Look at GameData/KramaxAutoPilot/DefaultFlightPlans.cfg for the format of the flight plans. The "Refresh" button on the flight plan load/save dialog will reload from that file so you do not have to restart the game every time you change a flight plan. Basic Instructions You can use the autopilot to depart from KSC runway 09 as well as land on it. Here is a basic flight using the autopilot. You start lined up on KSC RW09. Departure Show the autopilot window by selecting the airplane icon from your toolbar Press the "Load/Store" button next to the "Flight Plan" button. This will display the flight plan loading window. Select the plan named "KSC DEP 09". This is a flight plan that takes you straight out on a heading of 090 to space. You can close the flight plan loading window now. Select the horizontal mode "NAV" and enable horizontal mode by selecting the button "Roll". The autopilot should track straight down the runway now. I normally use "pitch hold" mode for vertical control on departure. You can set this up for use after rotation by selecting the "Pitch" button and entering a desired pitch up amount (10-30 degrees, depending on your thrust to weight ratio). Start your takeoff. It should track down the runway and after you liftoff, turn the vertical mode autopilot on by pressing the "Target Pitch" button. It should pitch up to your preset pitch value. It should retract your gear at 150m of altitude. Now just control pitch angle to what works for your vehicle. When you get to high altitude where aerodynamics more or less stops, you should turn off the autopilot modes by pressing the "Roll" and "Vertical" buttons. Hopefully you get to orbit Landing You need to de-orbit. For KSC RW09, I found that when coming from an 80km orbit, a 100m/s retrograde burn just before I get to the huge impact crater seems to work well. Depending on how fast your craft decelerates you may need to burn slightly earlier or later. Setup the autopilot by loading the landing flight plan. You want to open the flight plan load/save window and select "KSC ILS 09" (ILS stands for "instrument landing system"). This flight plan has an initial point to aim for that is named "MAXKY". It is at 12000m, more or less on the equator about 75km West of KSC. Descend into the atmo and try to stay on a heading of 090. I generally enable the autopilot around 20000m altitude. I initially will enable it in Bank mode (level) and pitch hold mode (4 to 6 degrees). As you near 12000m altitude enable NAV mode and altitude hold of 12000m. When you get very close to MAXKY, enable GS mode to follow the vertical guidance. Now setup your landing speeds. Open up the "Approach Speeds" pane at the bottom. Change the speeds to match your craft. You want to land as slow as possible, so make your final speed something that is a good margin above stall speed. After passing MAXKY you can enable auto-throttle "Landing" mode to hold current speed and then decrease it to match the approach speeds as it heads for the next fixes. At 500m (above ground) it should auto-lower your landing gear. But a good pilot makes sure he has 3-green before touching down! If all goes well it will cut your throttle right over the threshold, touchdown, and turn on max braking. Attributions This plugin is a heavily modified version of "Pilot Assistant" by Crzyrndm (https://github.com/Crzyrndm/Pilot-Assistant). At least half (if not more) of the code is his. Many thanks to him, as this would never have been possible without it. In addition, I drew heavily on algorithms for calculating great circle routes from http://www.movable-type.co.uk/scripts/latlong.html. Many thanks for that information. License This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. This work is a derivative of "Pilot Assistant" by Crzyrndm that was distributed under the same license. The original work was found athttps://github.com/Crzyrndm/Pilot-Assistant.
  10. 1.2 released for 1.2 Thanks to @Ser for some assistance
  11. It's all done, just reviewing. When I release, I'll upload to Github. I expect there to be issues, and will gratefully accept pulls at that time Thanks
  12. Thanks to @Ser, I have a working version of HullcamVDS. Testing now, expect a release Soon (™)
  13. Are you sure? The NREs I'm seeing, while right after a message from VanguardTechnologies, had nothing to do with it. All the NREs are this: [ERR 16:31:13.412] TimingFI threw during FixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object at VesselPrecalculate.SetLandedPosRot () [0x00000] in <filename unknown>:0 at VesselPrecalculate.MainPhysics (Boolean doKillChecks) [0x00000] in <filename unknown>:0 at ModularFI.ModularVesselPrecalculate.MainPhysics (Boolean doKillChecks) [0x00000] in <filename unknown>:0 at VesselPrecalculate.FixedUpdate () [0x00000] in <filename unknown>:0 at ModularFI.ModularVesselPrecalculate.TimedFixedUpdate () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at TimingFI.FixedUpdate () [0x00000] in <filename unknown>:0 I do see an annoyance, in that messages are being written when no chute has been deployed, I've fixed that here.
  14. Thanks for the report, I'll look into it. Question: I assume that you have not deployed the chute yet? What planet is the Kerbal on?
  15. Yes. I'm waiting for feedback, and also waiting for KER to figure out the new fuel flow system (VOID uses that code)
  16. Well, it's going to be a little while before I can do anything, I'll post once I get started
  17. I suppose if you really wanted to hide them, then you can use the offset tool to move them inside the pod
  18. Yes they are. This would be great if you could get it to me. Thanks
  19. Looks interesting, I'll add it to my backlog Just curious, have you tried it in 1.2, and if so, what were the problems?
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