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subyng
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Everything posted by subyng
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Loving this mod! I'm having an issue with the coaxial rotor. Seems like it has no yaw control?
- 4,345 replies
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- helicopter
- parts
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I'd like to humbly make a feature suggestion: could wedges have built in decouplers? I had the idea that the probe core wedge could be used as a standalone probe and with a bunch of them attached to the US cores, if the cores could detach themselves, you would have a satellite bus!
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I am using Restock but I am also using the latest version of this mod.
- 173 replies
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- reaction wheels
- rotation
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I would love to contribute to optimizing performance. This mod is fantastic and deserves to run smoothly! Are there any already identified areas where there are memory bottlenecks?
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@linuxgurugamer Sorry, I kept forgetting about it. I've made the PR. I have also added some lines for spin stabilization but have left it commented out for now. The basic logic is that it calculates the instantaneous centrifugal force based on the engine position between two frame updates. I also started to add a *very* simplified model where I assume all the fuel is located in the CoM of the vessel, then calculate the time it would take for the "point" of fuel to reach the engine, given it's velocity due to centrifugal acceleration, such that it would take more time than a single physics tick to spin stabilize your fuel. I'll try to get that part working sometime this week.
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I've noticed that losing/regaining a commnet connection with Kerbalism can sometimes cause significant stuttering and high memory usage, forcing me to restart after maybe 30 minutes of play time. Would seem like there's some kind of garbage buildup related to Kerbalism's commnet implementation.
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[1.12.x] Near Future Technologies (September 6)
subyng replied to Nertea's topic in KSP1 Mod Releases
Are nuclear engines throttable in real life? -
Do you have a list of which engines correspond to which real life version? I'm planning to make some configs for Engine Ignitor and I'd like to have some reference!
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Great, I'll do it tomorrow! I just did some quick testing and it seems to work brilliantly! In addition to it taking into account the direction of your engine vs the direction of your acceleration, the following cases also seem to work correctly: If you are accelerating up then cut engines, once you beginning falling back down you will be experiencing negative G's, therefore your fuel will be unstable. However, if you are in an atmosphere, you will start feeling positive gees due to air resistance, and your fuel will be stable. If you have negative gees, but you point your engine point forward (i.e. you keep your ship facing prograde), your fuel will be stable. When you are in freefall, as long as you thrust in any direction, your fuel will be stable. While I'm at it I might try to see if I can look at determining centrifugal acceleration so you can spin stabilize your fuel.
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@linuxgurugamer I think I found the culprit for why the fuel stability is acting a bit janky. On line 311 in EngineIgnitor.cs, you're doing Math.Cos(a) but Math.Cos() takes in an angle as radians, and the variable a is in degrees. The other thing is that, this angle works great when in atmosphere (it's 0 when your rocket is pointed straight up, 90 when pointed at the horizon), but when you're in orbit it doesn't really make sense. If you're in free fall, the direction in which you would feel a g-force would be along the direction of thrust, your orientation with respect to the planet shouldn't matter. The geeForceVector that you're calculating isn't actually in the direction of gees, it always points down because you're doing Vector3d geeForceVector = vessel.obt_velocity - vessel.lastVel - vessel.graviticAcceleration / TimeWarp.fixedDeltaTime; Dividing graviticAcceleration (about 9.8m/s) by fixedDeltaTime (0.02s) gives you a huge value of ~490, and that vector is always pointing in the direction of gravity, i.e., toward the centre of the planet. I can make a pull request on this if you'd like.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
subyng replied to Ger_space's topic in KSP1 Mod Releases
Damn, that also might explain why I have no KK ground stations visible (open or unopen) despite enabling extra stations and using KK ground stations in the settings. -
Finally the Mk2 pod gets some love! Great job!
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Just to clarify , I meant the science system in stock, I like how science isn't instantaneous in Kerbalism. But yep, I am using monthly budgets and construction time as well!
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The non sensical science system in stock is why I've just abandoned it altogether in career. I use Tree Toppler to unlock all R&D nodes right at the start of the game, and enable first time purchase of parts.
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[1.6.x] Max-Ksp MAS IVA Pack (development)
subyng replied to Max-Ksp's topic in KSP1 Mod Development
@Max-Ksp Awesome! Thank you so much for making these! Un tres beau mod! -
@Booots I found this thread after searching for how to hide orbit lines for a vessel. I tried setting the orbitRenderer.drawMode of the active vessel to OrbitRendererBase.DrawMode.OFF but it doesn't seem to have any effect. Setting drawIcons = OrbitRendererBase.DrawIcons.NONE works though. Was wondering if you have any insight as to why this might be the case? edit: figured it out, needed to use the patchedConicRenderer, not the orbitRenderer.
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Did you end up figuring this out? I'm also trying to see if a path exists between two vessels that aren't connected to home. In the map view in game it is possible to see this, so I would expect that each vessel should know what other vessels it is currently connected to, but from the docs, it seems like this information is never stored anywhere...since I guess it gets recalculated every frame. Maybe you could use TryConnect (CommNode a, CommNode b, double distance, bool aCanRelay, bool bCanRelay, bool bothRelay)
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Really looking forward to this one! I've just been using a US 4-core and 5-core covered with a fairing for just this purpose, but a dedicated US shroud would be amazing!