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TiktaalikDreaming

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Everything posted by TiktaalikDreaming

  1. Yes, BUT, it'd give an excuse to increase the attach node size, which the stiffness is based on.
  2. There's always a torque cap of course. You can apply one with software, or with broken shafts/gears/bearings. But yes, the cap is generally going to scale up with the size/strength of the components,as that affects the breaking points. Whether you're controlling it to match your breaking points, or just hoping things don't break.
  3. All of a sudden I'm wondering about extra long radial decouplers.
  4. It's not there to protect the driver from being an idiot so much as to stop the motor breaking parts of the drivetrain usually. But yes, it's usually software or equivalent based. It's not an emergent property of the motor itself. I'd be inclined to have a torque curve that's cfg configurable like the ISP to atmo curves. And just build in some defaults. Just pick a fairly simple system for best-fit to match the curve points and off you go.
  5. Watts is just Joules per second, and vice versa. If you're looking at the rate of work/consumption, then you're looking at Watts. If you're looking at how much juice you've used over a certain time frame, then Joules. Brushless DC seems to be basically a flat line from zero speed, max torque, to zero torque, max speed. Induction AC motors with inverters to run off DC have closer to a fixed KW output, but usually with a torque limit at low revs. So, flat line at max torque, then an inverse square curve out to effectively zero. Both have various losses that affect this. DC brushless have some significant magnetic/resistance losses at low revs, and they don't scale well as you have to keep beefing up your permanent magnets. Induction motors have a lower maximum efficiency, but scale better, and as they can adjust magnetic field strength, can compensate for the issues at low revs. So, the smaller the motor, the more likely it'll be a DC brushless. The larger (or more powerful, and the two really go hand in hand), the more likely an AC Induction/inverter system is the way to go. Electric cars are still working that sort of thing out as to when it's best to switch from or the other. But it is somewhere in the car range of power. Little commuter vehicles definitely should go DC. Truck type vehicles or performance cars should definitely go AC. Jury still out on everything in between. Tesla torque curves; and, um, maybe actually a very similar pattern for DC motors in practice, eg: Prius torque (includes blue line for petrol engine)
  6. Oh yeah. Dropbox and Unity hate each other. Not just the Unity project lock file, but the baulking when writing out parts due to file locks on temp files and so on. So, yes, I disable the sync when actually using Unity. Pretty sure I've come across all the variations of Unity and Dropbox fighting from all the times I've forgotten to disable syncing. :-)
  7. Twas an empty config file in CommunityResourcePack, AsteroidScannerSetup.cfg Thanks heaps @SpannerMonkey(smce)
  8. That would be the sort of thing that might explain it. :-/ Just uninstalled Unity. I'll test the reinstall Unity in ~380MB time. Assuming that doesn't work, I'll go looking for pesky null configs.
  9. And it's just the one computer. My Unity projects are all inside my dropbox sync file set, and I opened it on my laptop, and it's fine. Rebooted PC, still an issue. It may be Unity reinstall time. Just to check dependencies etc.
  10. I honestly don't know if this was due to a Windows (10, home) update or something else on my system, but I'm keen to know if it happened to anyone else. My Unity5.4.0p4, which hasn't been updated, suddenly gives me "NullReferenceException:" relating to KSP Part Tools, on all my projects. It's across all the projects, so I haven't done something daft to the part tools files. The KSP install referenced is still where it was. But not having anything referenced wouldn't manage to do this. Full error; NullReferenceException: Object reference not set to an instance of an object ConfigNode.RecurseFormat (System.Collections.Generic.List`1 cfg, System.Int32& index, .ConfigNode node) ConfigNode.RecurseFormat (System.Collections.Generic.List`1 cfg) ConfigNode.Load (System.String fileFullName) UrlDir+UrlConfig.CreateNodeList (.UrlDir parentDir, .UrlFile parent) UrlDir+UrlFile..ctor (.UrlDir parent, System.IO.FileInfo info) UrlDir.Create (.UrlDir parent, System.IO.DirectoryInfo info) UrlDir..ctor (.UrlDir parent, System.IO.DirectoryInfo info) UrlDir.Create (.UrlDir parent, System.IO.DirectoryInfo info) UrlDir..ctor (.UrlDir root, .ConfigDirectory rootInfo) UrlDir..ctor (.ConfigDirectory[] dirConfig, .ConfigFileType[] fileConfig) KSPPartTools.GameDatabase.LoadDataDirectory () KSPPartTools.GameDatabase..ctor () KSPPartTools.GameDatabase.get_Instance () KSPPartTools.PartToolsWindow.OnGUI () System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) NullReferenceException: Object reference not set to an instance of an object ConfigNode.RecurseFormat (System.Collections.Generic.List`1 cfg, System.Int32& index, .ConfigNode node) ConfigNode.RecurseFormat (System.Collections.Generic.List`1 cfg) ConfigNode.Load (System.String fileFullName) UrlDir+UrlConfig.CreateNodeList (.UrlDir parentDir, .UrlFile parent) UrlDir+UrlFile..ctor (.UrlDir parent, System.IO.FileInfo info) UrlDir.Create (.UrlDir parent, System.IO.DirectoryInfo info) UrlDir..ctor (.UrlDir parent, System.IO.DirectoryInfo info) UrlDir.Create (.UrlDir parent, System.IO.DirectoryInfo info) UrlDir..ctor (.UrlDir root, .ConfigDirectory rootInfo) UrlDir..ctor (.ConfigDirectory[] dirConfig, .ConfigFileType[] fileConfig) KSPPartTools.GameDatabase.LoadDataDirectory () KSPPartTools.GameDatabase..ctor () KSPPartTools.GameDatabase.get_Instance () KSPPartTools.PartToolsInspector.OnInspectorGUI () PartToolsEditor.OnInspectorGUI () (at Assets/Editor/PartToolsEditor.cs:18) UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1235) UnityEditor.DockArea:OnGUI()
  11. I've done more redesign of warp parts today. Unwrapped parts' placeholder textures will now be the unwrapped outlines because it looks a bit like a sketch, and IMHO kinda cool if totally un-life-like. Anyways, the new warp core that handle di-Francium-tri-Abrsurdium crystals; Quantum Entangler (on the side of a warp core as it's a surface attached part now); Field Generator; The warp drive is still a bit in limbo. It will almost certainly involve some sort of deployed pod/nozzle/whatzit thing that extends out the side of the part so it can be added to the middle of a stack of parts. And there's provision for a deployment animation in the warp module from RoverDude.
  12. 0.3 is uploaded. It contains all the aforementioned retextures for the parts. So parts other than the warp related parts are now completed until I notice something broken. Warp parts are about to get a major revision as I realized I'd spent too long figuring out things like handwavium and taurusfecalium, when there are quantums and reversed polarities to use. So, the warp components in this version are a roughly sketched out idea on generating stuff for the warp drive. The parts have had zero effort spent. They're all just copies of the old "shall be deleted" warp core. Using the warp parts will create craft that will fail to load after subsequent updates, or have weird clipping errors if they do. I intend to make the parts that go toward the warp system become a bit smaller. And changing part attach nodes plays merry havoc with existing craft.
  13. Texturing (and sometimes remeshing) progresses. I still need to face what will probably be a redesign of the warp parts, the "core" and the drive. But when I get some time I'll upload the current status as anyone not using the warp functions will then have a complete set of parts with textures.
  14. Updated (well, same as before, but now with textures!) RCS coming to a download near you soon.
  15. There's been a delay in updates because I was working on getting the rigging right for the long engine's nozzle. I didn't want to do too much work on finishing the meshes or texturing before getting that right. It now seems to work, so I'll add some bits n bobs to it, and update. Rigging examples; 0 throttle; Half throttle; Full throttle;
  16. Maybe discovered in their so far unsuccessful attempts to create unobtainium. :-)
  17. I've actually made special efforts not to use unobtanium. It's been a bit over used recently I feel. Eludium, handwavium and so on have been in use for about as long. They just don't seem to have made it into big budget movies as often. Taurusfecalium and the various absurdium compounds are things I came up with, although I really would not be surprised if I was a long way from the first to use the terms. The only substance referenced that's not a reference to technobabble is Francium, which is aimed at lampooning di-lithium crystals, because Lithium exists, even though di-blah crystals don't.
  18. Consider it done. Agreed on headaches, saves me quite a few as well. :-)
  19. Fixed the pinkness, noticed the warp core is all wrong.
  20. Quick note: The Taurusfecalium Kontainment unit, TFK-5m has had it's textures mangled by the DDS tool. Looks like it decided the regular colour texture was a normal map and it's all gone pink. Fixing shortly.
  21. Now available for download. Status: Manufacturer not created but referenced. Engines are untextured, as is the warp core. Ditto for the frame on the small Handwavium unit. I've done a quick pass through balancing weights, but not costs, or anything else. All the RCS are untextured and thrown together in about an hour all together, so may change radically. But yes you can fly craft using just the RCS, even unintentionally. If you want to use the warp engine you'll need Roverdude's lovely Alcubierre Drive mod I won't be repackaging the module into this mod unless he says it's OK. At which time I'll look closer at why my warp bubble animation thingy is absent. And check what happens if both are installed. :-)
  22. More texturing is happening: http://imgur.com/gallery/jtkgx
  23. Thanks. I blame ethanolearly Rocket Fuel.
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