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Romfarer

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Everything posted by Romfarer

  1. Cool video Oicani I'm also impressed that you managed to lift those planes so steady with beta 6.
  2. I'm happy to hear that you like the system And with that i present beta 7. It is ready for download, see the op for details. You can make your own lazor ufo lifter with this version. Let me know if you run into any issues. /Enjoy
  3. The new update is almost ready. Here is a screenshot of my test craft configured to run two tractor beam systems. The upper one is lifting the craft and the lower one is lifting the cart.
  4. Last i heard was that MechJeb is compatible with LazorSystem. I have also seen examples of both systems being run at the same time complementing eachother. I don't know of any system which is not compatible with lazor system.
  5. So you are refering to the "two vessels are locked by tractor beam, at warp problem" i take it..... I will have to actually complete the system and do some warp test to see how it handles. LazorSystem turns off when the vessel is packed/unloaded but i can just save the relative positions it had before that happened and restore it once the vessels are within range of a controllable LazorSystem. It may also be the case that once the vessels are locked their orbits may be syncronous enough that the tractor beams will fix the problem automatically once they are activated again. I have plans to add some energy requirements to the system. I have looked at some of the energy mods but i feel that they are not ready for integration yet, JUST LIKE my LazorSystem is not yet ready to be integrated.
  6. I hear squad is working on docking so it is little point in me creating that system. This is coming in the next version. I have already made the "holds the thing at a set distance" system and now i am working on some core features that will allow for lazor grouping and control of one or more lazors separately. It will also be possible to run several tractor beam systems on different lazor groups, all at the same time. This means you can make vessels that both hover at a set distance, and can lift and move other vessels. Or keep vessels together in orbit.
  7. Before anyone states the obvious i am aware that the tractor beam is completely OP when used in this manner. In one of the coming updates it's range will be shortened and the power output will be reduced. For those who like it the way it is, i will leave a .cfg option to set it's power and range to whatever you please. The afterburner will be the tool of choice if you need to increase the thrust of your vessel for a short time, but that system is also slightly unbalanced atm. as it increase the efficiency of the engines. It will be adjusted accordingly until the efficiency is slightly less than the normal operating mode.
  8. Another preview of what's coming in the next version of Lazor System. Here is a vessel i made to show off the new hover mode for the Tractor Beam subsystem. The system should be able to lift and hover any given, symmertrical vessel, as long as you have enough tractor beams on it. The more mass the vessel has, the more stable it becomes. And as you can see, it then is possible to put engines on it and drive it like a hover craft. I'm off to the mountains to see how it handles in rough terrain
  9. What i and Tosh have talked about is making it possible for other devices to be used together with lazor system. Lazor system would then be the controller unit and when you attach for example a sunbeam to it the system will then take over the control of sunbeam. So the sunbeam will be controllable just like the lazors and you would be able to aim it with the mouse and the lazor system buttons. If someone then make other aimable devices they can be operated in the same manner. Any number of aimable devices could be attached then, such as cannons, missiles, cameras, antennas, grappling hooks etc.
  10. lazor is not a weapon system, however i have spoken with Tosh about making sunbeam work with lazor system. What is stopping us from doing so is the gui. Perhaps you can give some suggestions about how you would like it to work?
  11. It has the working title Lazor Copter but i'm open to suggestions ;-)
  12. Here is a little preview of what is coming in the next version of lazor system. With the help of the Damned Robotics pack with a modified rotatron, and an original idea from Barie. I have created what i call a lazor copter. The helicopter rotor is placed between two rotatrons and it has repulsor lazors placed on them so they are hitting the cross looking part above, this causes the rotor to spin around and you get lift. The pod and the bottom part with the landing legs do not spin.
  13. You will need the remote control system to do this,activated with a blue lead lazor locked on a target vessel. As long as the target vessel is within 97500m, this is possible. However it would be extremely difficult to land the vessel safely because lazor system doesn't come with an automatic landing system and you will have to pull it off mainly by instrument readouts. Unfortunately the remote control system is partially broken at the moment where it for some reason don't work with vessels in orbit. I have requested expert help about it but it may take a long time to get a response. In other news: I have been working on impoving the tractor beams. Yesterday i got it working Here is a picture of my test ufo hovering 20 meter above the ground. As it turns out it is quite tricky to balance these things, and at the moment it is only realistic to set up a vessel with perfectly aligned magenta lazors.
  14. Yes. More lazor = more power. Force for tractor beams is calculated as the sum of all magenta lazors. Fuel transfer rate is calculated as the sum of all yellow lazors. Afterburner power is calculated as (sum of all yellow lazors / engine count). I want to add more of these "the more the marrier" kind of lazor systems but im currenly out of ideas.
  15. if (GUILayout.RepeatButton("testRepeat", Util.StdStyle, GUILayout.ExpandWidth(true))) {

    FlightCtrlState ctrlState = new FlightCtrlState();

    if(system.Target!=null && system.Target is Vessel){

    ctrlState.roll = 1;

    (system.Target as Vessel).rootPart.propagateControlUpdate(ctrlState);

    }

    }

    Ok here is a little test code. (

     seems to not be allowed :/) Anyways, this code does not cause roll as expected. Setting ctrlState.mainThrottle = 1; causes the target vessel to activate engines.

    (system.Target as Vessel).isCommandable returns True.

    (system.Target as Vessel).packed returns False

    (system.Target as Vessel).rootPart.isControllable returns False, but it does that in the atmoshphere too and it works fine there.

    (system.Target as Vessel).rootPart.packed returns False.

  16. If you are not noticing the kick of the afterburner, then you may have configured it "wrong". If anything it is too powerfull atm. I'd suggest trying it out on one of the attached planes to start with, you should get up to, and most likely, over 100% speed increase. If the case is that you are running the system on a vessel with a lot of engines and few yellow lazors the extra thrust will be signifficantly less, as opposed to running a lot of yellow lazors on a vessel with few engines. On an airplane you generally need 2 yellow lazors per engine, and on a rocket you would need 4 per engine, to achieve the best results.
  17. Thank you and congratulations with your virtual cookie \^^/ I wonder what the top speed with this thing is...say below 1km
  18. The Lazor Guided Flight subsystem for rockets has a Lock Target button. This will direct your rocket towards your target. Also in other news... Beta 6 is now out. The first person to post a screenshot of the afterburner "easter egg" gets a cookie
  19. I plan to add some more settings to the tractor beams that will alow for the construction of hovercraft among other things. Also a setting that can keep an oject at a certain distance, usefull when you want to grab and lift something. Automatic target locking beams is also coming. The avoid spinning thing can be done with remote control. Unfortunately that system is currently broken and i don't know when it will be fixed, it may be due to a ksp bug but i will figure it out eventually. This is already completely supported by the KPS mapping system. Thanks
  20. Which crewtank mod are you reffering to? I didn't design this to be used with anything else than command pods. However if you are able to beam kerbals out of the crew tank it shouldn't be too much hassle to fix. I just need to install the crew tank so i can do some cloning experiments,...err i mean test driven development
  21. I'm not sure if i understand what you mean completely. A ILS would still guide your approach towards the drop zone. And the LGF would keep your vessel steady while doing so. You can also scout landing sites and mark the locations you find with the KPS mapping system. These locations will show up on the map for all your vessels that has a Lazor System installed.
  22. I am aware of this issue. It hasn't been addressed yet because frankly i don't know how to fix the snapping with such small parts. But i will have another go at it once i'm done implementing the new fuel transfer system.
  23. Lazor System does not have a automatic landing system and it will probably not get that feature either. Your best option for that is MechJeb. However, i have plans to add a Instrument Landing System which will enable graphical overlays and readouts to assist you with the landing. You will then be able to paint the LZ and get a target overlay in-game and on the map. It will most likely also come with readouts that tell you how far you are away from the LZ, the horizontal and vertical speed of your vessel, and information about the elevation of the terrain at and around the LZ. Right now you can use the Lazor Guided Flight system to make the landing easier. Specifically the RetroGee function which will apply RSAS and also keep your vessel pointing up. The vertical speed readout on the Parameters tab will probably also be usefull. And finally you can use Lazor Vision to get an idea about how far away you are from the ground and the elevation. Just point the lazors downwards and you will see where they are hitting the ground.
  24. Lazor System comes with a Tractor Beam subsystem. This lazor will repulse and attract anything it is aimed at. To spawn this system you have to attach Magenta colored (red color crystal + blue color crystal + lazor) lazors on your vessel.
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