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Everything posted by the_bT
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
the_bT replied to erendrake's topic in KSP1 Mod Releases
This does not work for me... Completely unrelated to that: How do you read the current pitch/yaw/roll angle of your plane (flying in atmosphere)? There is ship:facing which seems related somehow but what does it represent exactly? Does it need to be converted to local space or something? Ship:control:pitch/yaw/roll only gives you your inputs back as far as I can tell. I did some searching around but couldn't find the answer... I'm trying to level the wings using raw control. I found one post that claimed it can't be done... I hope there is a better answer than that -
Ok, update: Didn't go so well Wasn't my fault though. Either FAR or Procedural fairings bugged out after switching crafts. All Tanker wings somehow ended up being shielded and not generating any lift. So I disabled shielding altogether. That did the trick, I took off with both planes tethered together and thought I was the smartest guy ever. Fast forward to reaching a decent height, I leveled off, made sure everything was nice and stable... switched to the Fighter, everything went as planned. Turns out taking off is easy, gently pull up, the grappling hooks rip loose, We're off... Then I found out that due no longer functioning aerodynamic shielding (some idiot had turned it off) I could not retract the grappling hooks, furthermore, they were flying all over the place. I almost lost control because of that so I jettisoned them. Now without grappling the rest of the mission was kinda impossible, so I tried anyways... Inevitable result:
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I build these two things, Tanker I and Bee: Mission: Take off, fly level, separate Bee (it is currently tethered to the Tanker by two grappling hooks). If that goes without fireball, try "landing" again. What could possibly go wrong? If this is workable I'll equip the tanker with some sort robotic arm and make it the first ever aerial rearming platform
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"Landis Land" and Colonizing Venus' Middle Atmosphere
the_bT replied to Northstar1989's topic in Science & Spaceflight
Very interesting! But can you extract the raw materials to build anything (Steel for example)? If you have to bring every ounce of building materials it's not going to work... Heh, you could bring a greenhouse, some saplings and build from wood I guess... Venus Cloud City Blockhouse style. Just watch out for fire hazards... -
Why are so many people opposed to nuclear energy?
the_bT replied to Skyler4856's topic in Science & Spaceflight
I didn't mean to imply that the project was a mistake to begin with. But they way the Energiewende is currently managed is less then ideal and will most likely end in complete and spectacular failure. Probably promoting nuclear power use in the rest of the world. We will see how that turns out, for better or worse... -
Ok... y'all fail to realize a very important ground rule in the interactive entertainment industry of today... The first expansion will be named "KSP: Vietnam" and feature among other exciting novelties music from the era, green clothes and napalm bombs. Trivial...
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Why are so many people opposed to nuclear energy?
the_bT replied to Skyler4856's topic in Science & Spaceflight
Except it is not really working all that great. I mean, there is still a chance but I won't bet money At present nuclear energy is imported from France big time. That does solve the waste problem for Germany at least... If you want to make renewables work you need very efficient power grid technology, development of which is slow and more importantly you need storage technology which is nowhere to be seen... -
Getting Science On Kerban
the_bT replied to Lanzfeld's topic in KSP1 Gameplay Questions and Tutorials
You can drive if you really want to... But basically science on Kerbin is there so you do not have to make a whole mission to the mun or minmus if you lack 10 points to research the node you need to get your next rocket to duna or something like that. If you really want to collect all Kerbin biomes without rockets for OCD reasons you can use a plane also. -
[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
the_bT replied to pizzaoverhead's topic in KSP1 Mod Releases
Yea works for me too. Actually 0.5 works as well, I just used the wrong wheels assuming they would all make noise. Great plugin though, really cool! -
[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
the_bT replied to pizzaoverhead's topic in KSP1 Mod Releases
LOL I didn't even notice, disregard my report until I test with v1.0 -
[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
the_bT replied to pizzaoverhead's topic in KSP1 Mod Releases
I just tried this and the sounds don't play, I run a fair amount of other mods so it might be that, testing with a stock install shortly. I see this warning in my log when I drive. (see edit) [WRN 20:15:29.083] Can not play a disabled audio source I checked that the sound module is added to the wheel and the sound files are loaded. I need this mod, no more silent driving, I want it so much. Please help Edit: tested in a stock install, no luck. The log message however is not related. That pops up on each unpause even with no mods loaded whatsoever... -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
the_bT replied to sirkut's topic in KSP1 Mod Releases
It seems it indeed doesn't work like this. I just looked through the source and found this if (translateJoint) { joint.xMotion = ConfigurableJointMotion.Free; joint.yMotion = ConfigurableJointMotion.Free; joint.zMotion = ConfigurableJointMotion.Free; } if (rotateJoint) { //Docking washer is broken currently? joint.rotationDriveMode = RotationDriveMode.XYAndZ; joint.angularXMotion = ConfigurableJointMotion.Free; joint.angularYMotion = ConfigurableJointMotion.Free; joint.angularZMotion = ConfigurableJointMotion.Free; // Docking washer test if (jointSpring > 0) { if (rotateAxis == Vector3.right || rotateAxis == Vector3.left) { JointDrive drv = joint.angularXDrive; drv.positionSpring = jointSpring; joint.angularXDrive = drv; joint.angularYMotion = ConfigurableJointMotion.Locked; joint.angularZMotion = ConfigurableJointMotion.Locked; } else { JointDrive drv = joint.angularYZDrive; drv.positionSpring = jointSpring; joint.angularYZDrive = drv; joint.angularXMotion = ConfigurableJointMotion.Locked; joint.angularZMotion = ConfigurableJointMotion.Locked; } } } The code for linear servos doesn't check the jointSpring value as it currently would not need to because there are no free moving linear servos. My understanding of this Configurable Joint business is pretty limited though... Edit: I'm reading the unity documentation on configurable joint, wouldn't it be possible to make free moving joints use the joint drive mode "None" instead of "PositionAndVelocity". They might even lock and respect their limits then. I think they really should to be honest -
"Stage" Action Group
the_bT replied to Starstrider42's topic in KSP1 Gameplay Questions and Tutorials
On non rapier SSTO spaceplanes I usually put the deactivate action of the rocket engines into stage. I put all engines in stage 0 so when I launch, the turbojets start, the rockets start as well but shut down immediately and the rest is controlled by action groups anyways. Other than that I don't use it much. Sometimes for navigation lights or something like that... but that's about it -
Can too slow of development kill KSP?
the_bT replied to MajorSpittle's topic in KSP1 Suggestions & Development Discussion
I'm going to jump in right there. This is actually very true and very dangerous I think. I like to call that the alpha-oversell effect. When you start selling a game unfinished you can try as much as you want to communicate your vision for the final product, everybody will fill in the still missing pieces with their personal hopes and dreams about the perfect game. Therefore you probably sell more copies then you would have if the game had been finished. This is not a bad thing however, it is not some sort of scam engineered to maximize profits. Its merely a downside to a system that has a lot of upsides as well. In my opinion the only way you can mitigate this problem is to allow modding as much and as easy as possible. And Squad has done exactly that so far. Wherever they take the game from here, there will be someone modding it in the complete opposite direction. It is more likely for everyone to find a game that is close to their personal vision. -
I see a lot of these "set up a base here or there" type discussions lately... I always wonder about one thing: If you want to support a large group (more then a half dozen) people outside of LEO you need some sort of biosphere module where food is grown don't you? Now has anyone ever even tried to make something like this? A room with a bunch of plants that produce food (a lot) and exist in complete isolation. No water goes in, no oxygen or CO2 in or out. Nothing. That seems sufficiently hard a challenge to me. That is technology needed to colonize any body I would say. And it can be developed without going to space at all. Given that hunger is one of the biggest problems in today's world, whatever is learned in that endeavor is also more likely to benefit humanity then a second landing on the moon or a human on mars.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
the_bT replied to sirkut's topic in KSP1 Mod Releases
Yeah I figured that and I think I can deal with it. I still struggle to get that far though { // --- general parameters --- name = GantryExtraSmallFree module = Part author = Sirkut & Zodius // --- asset parameters --- mesh = model.mu scale = 1.0 rescaleFactor = 0.1 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0 // --- node definitions --- node_stack_topright = 6.18, 0.69, 0.0, 0.0, 1.0, 0.0, 0 node_stack_topleft = -6.18, 0.69, 0.0, 0.0, 1.0, 0.0, 0 node_stack_center = 0.0, -0.05, 0.0, 0.0, 1.0, 0.0, 0 node_stack_platform = 0.0, 0.65, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottomleft = -6.18, 0.21, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottomtopright = 6.18, 0.21, 0.0, 0.0, 1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 // --- editor parameters --- TechRequired = specializedConstruction entryCost = 0 cost = 100 category = Utility subcategory = 0 title = Gantry Rail 1/4 (Freemoving) manufacturer = Magic Smoke Industries description = Attach parts. They move back and forth as they please. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 3000 breakingForce = 999 breakingTorque = 999 // toggle parameters MODULE { name = MuMechToggle translateJoint = True translateAxis = 1, 0, 0 keyTranslateSpeed = 0.30 translateLimits = True translateMin = -0.5 translateMax = 0.5 translateLimitsRevertKey = False jointSpring = 0.0000001 jointDamping = 0 onActivate = False translateKey = revTranslateKey = fixedMesh = Base invertSymmetry = False servoName = GantryRail free } } PART I basically just copied the smallest gantry, changed name and description and all that, set jointSpring to 0.0000001 and removed the stepIncrement and motorSndPath lines. The gantrys behaviour remains unaffected though. I either missed something or it doesn't work like this... -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
the_bT replied to sirkut's topic in KSP1 Mod Releases
Thanks for the help! I did compare them, but I was not sure if the difference between the jointSpring values was related to the motorized-ness (that a word? Oo) -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
the_bT replied to sirkut's topic in KSP1 Mod Releases
The free moving washers are so useful, check out the off-road suspension I fitted to this truck It's just a bit wobbly in turns and I cant strut it obviously. I need free moving rails and/or gantry's to strengthen the whole affair. Is there any way I can make that happen? Edit: I looked through the cfg files and I don't see something that would control if something has a motor or is free moving... -
Launching from different Locations
the_bT replied to MalfunctionM1Ke's topic in KSP1 Suggestions & Development Discussion
The Kerbtown plugin did this a when I last checked, default you can launch VAB vehicles from the runway and SPH vehicles from the pad if you want. Additionally you can place new launch sites but that was a little tricky and error prone, at least for me. Then again the launch site I was placing was this... I probably deserved the crash to desktop bug that thing frequently caused... -
What should be worked on after .24?
the_bT replied to skyace65's topic in KSP1 Suggestions & Development Discussion
DAMN! I forgot about fishing... We totally need it. -
What should be worked on after .24?
the_bT replied to skyace65's topic in KSP1 Suggestions & Development Discussion
New VAB/SPH with better working symmetry, reliable undo/redo, better camera control, better control when rotating parts, maybe being able to rotate stuff in even finer steps. Control in which frame of reference the rotation is. Lastly, I would love some sort of global axis snapping so that you could attach landing gear level and facing forward on any surface. After all, the construction scene is half the playtime, is it not? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
the_bT replied to ferram4's topic in KSP1 Mod Releases
I think I figured out my issue. I don't know who's problem this is, probably not FAR though. This is what is happening (green is shielded, red is not): If you make your procedural fairing inline (not a cone) from more than 2 pieces, there is an area which is not inside any of the fairing components. I only tested this with the "Interstage fairing adapter" part, might be working correctly for the regular inline fairings... The interstage thing is kinda strange anyways. My plane uses 6 parts for its fairing, therefore it has an even larger unshielded area in its cargo hold. Anyway, it's easy to work around so it's probably not that big an issue. Thanks for the assistance.- 14,073 replies
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I think the physics engine comes up with a center of mass from the combined centers of mass of all the parts in combination with the joints that connect them. Basically there is no such thing as the center of mass of the whole craft, just parts and joints. That way no special calculations are needed when a joint breaks. Of course you get in trouble if you connect a lot of parts with a lot of joints. Physics engines have mostly been made to blow stuff up, not keep them together. They also frequently treat moving the center of mass as something that is not necessary telling you to move the visible and collision geometry instead.
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You can change colors like with lights. You can tweak RGB values like you please.
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Its probably the physics engine load thing. The proposed solution is good. Add to the mass of the parent part though. Masses at abstract points on your craft is asking for trouble I think. What happens when such parts get torn off your craft? If you only add mass to parent part you need to change only the mass of that part. Should be doable, fuel tanks do that all the time. If you also shifted the center of mass than you need to shift it back. I don't know if the center of gravity of a part can be shifted during a flight or indeed at all.