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spudbean

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Everything posted by spudbean

  1. Ser: thanks for pointing me to Analog Input. I definitely agree that its transparency mode is a great idea, and so is the "capture" mode where you don't have to be holding down the LMB. I'll have a go at integrating those ideas into my plugin over the weekend. Do you think the lack of smoothness is caused by the small size of the window in RKE Joystick, so it is hard to do "fine" movements because you have to move the mouse with high precision? Or is there more to it than just the window size? Thanks for your suggestion!
  2. So this is the result of my experiment (same ship as before with RCS added): http://madbean.com/pub/tmp/2015/ksp-selfdock-2.mp4 (2.6MB) AFAICT: it's working? From the end of the arm to the root: Docking Port Jr, an octagonal strut, and then two DOROMON rotation joints, then a 2m arm, a rotation joint, a 3m arm, two rotation joints, strut, octagonal docking port.
  3. katateochi: ha, seems like you and I have gone down exactly the same journey with docking ports / IR / KAS / winches / magnets etc. I *think* my setup is working because there's a small Cubic Octagonal Strut between the hinge joint and the docking port. I've had all sorts of problems if the port and hinge are adjacent parts. Even with my setup, IR is not completely happy, and have to reload the scene to avoid trouble. I will experiment with this and report back.
  4. I've always know you could create double/triple/etc docking connections when docking two craft together. One pair of docking ports will have the real, primary connection, and the other pairs have a secondary "self" docking connection where the parts aren't parented with each other, but there is a fixed physics joint between them. But I didn't know you could create these secondary docking connections at any point (so long as you can move docking points around, e.g. with Infernal Robotics). Mods used: * DROMOMAN robotic arm parts http://forum.kerbalspaceprogram.com/threads/37680-DROMOMAN-modular-arm-parts-for-Damned-Infernal-Robotics * Infernal Robotics http://forum.kerbalspaceprogram.com/threads/37707-0-90-Magic-Smoke-Industries-Infernal-Robotics-0-19-3
  5. I want to do something like this https://camo.githubusercontent.com/a104181a872b4bf20b8665e7c868a1fc34620440/687474703a2f2f692e696d6775722e636f6d2f55655964415a5a2e706e67 but without the need for eva or a cable. I want to end up in that 4th picture, I effectively want to connect a winch to a connector without having to go EVA. Ideally I'd get the winch port right up to the connector port, and they would connect once sufficiently aligned. I can do a very similar thing with a magnet, but the magnet can attach anywhere. I'd love a more precise alignment. I can also do a similar thing with two docking ports, but I don't want the two vessels docked (to be merged into one vessel). I'm willing to edit .cfg files and/or create new parts to get this behaviour, is this doable with any of the KAS* modules? I want to create a pair of parts like the end-effector (on the arm) and grapple-fixture (on the vessel) of the Canadarm. Thinking about it, it is very like a stock docking port behaviour, without the actual vessel-merging. I think the answer is no: the winch and the connector/port parts in KAS are EVA-oriented. Just wanted to check.
  6. Hey sirkut: just someone else checking in to see the state of this code I'm trying to create a robotic canadarm-style arm. I've made a few with IR (and a KAS Magnet), which I've been very happy with except for the physics wobble. The Lazor arms are great in terms of wobble, but they are one-size-fits-all, and they have a one-size-fits-all effector. The Lazor effector afaict establishes a dock between the two vessels, so that they become one vessel. This is troublesome for my "candarm" usecase, where I want to mimic something like the Canadarm2 on the ISS where the arm positions a new components to dock onto the ISS. This is troublesome with the Lazor arm effector because when the effector is grabbing the components, everything is formed as one vessel and you can't dock a vessel to itself. So I have some hope vested in your WIP IR robotic arms I'm a) keen to model my own parts with your code driving the movement, allow the end of the arm to be an attach-node instead of (or as well as) some kind of in-built effector. With an attach-node at the end of the arm users would be free to customise the effector as they see fit. If you've got your WIP to the point where the movement is sort of working, but the effector is missing, I'd love to have a look at it. Thanks for your work, I know you are busy
  7. Do you have any more details on what happens when you welding wings (not control surfaces, just the stock wing parts)? I might try welding wings myself tonight, but is it known to be broken in particular ways? I'm assuming the result of welding two wings would be their lift is summed, and their center of lift is moved to the CoM of the wing or something. (PS: Thanks for reviving this mod!)
  8. 1.0.5 Released This works with KSP 0.90 and fixes some gankyness when using the joystick when SAS was disabled.
  9. Recompiled for 0.90. Please let me know if you notice any glitches or problems. Thanks for your support everyone!
  10. Thanks for letting me know. You can ignore that message, it will not impact the running of the plugin. I will do another build in the next few minutes that removes the warning. Thanks again. *Edit*: 1.0.3 ready for download.
  11. 1.0.2 of RKE On-screen Joystick (and Fine Keyboard Controls) is compatible with KSP 0.25.
  12. This mod won't help a real joystick work with KSP if your joystick doesn't work properly doesn't already. You might want to try the [thread=94223]AltInput plugin[/thread] if you are looking for improved joystick support.
  13. 1.0 Released. A few changes in this release (see the changelog). Thanks for everyone's feedback!
  14. Nice work! The icon you have replaced was always meant to be a placeholder (it had just the right amount of "placeholder uglyness" ). I really like your icon. I've been working on an icon too, this is what I've got so far (colour changed to black for readability) I like that you've put the actual word "joystick" on it, it makes a big difference.
  15. drtedastro: If you reassign S and W in the Input Settings (go to Settings from the main menu), and they will show up "correctly" on the Joystick window. But I suspect you want "push up" on the joystick to mean "pitch up"? I can add a toggle for that (I know it is not super intuitive for some people the way it is, but remember "W" is pitch-down, and it "above" the "S", that's how I remember it). kizza42: Thanks mate! RaimondLuxuryYacht: Glad you like it. I'm sorry it is not completely aligned your destructive endeavours
  16. A Rover mode is an excellent idea! I will add it to the roadmap. I am currently implementing an RCS mode, and would like to implement an EVA mode too. Did you try the "WASD" mode? It is designed for rockets and landing, by focusing on pitch and yaw, more than roll. You mean you want to remove the window completely? You can do that in the application toolbar in the top-right of the screen (the "RKE Joystick" button... need a better icon for that.) Thanks again for your feedback, Justin.
  17. Ah nice mod. In fact, I had the same idea, and you beat me to it! Here's my similar mod I posted a couple of days ago: RKE Joystick http://forum.kerbalspaceprogram.com/threads/92586 I first tried the "sticky" keyboard mode you have, in my 0.5 release. It just didn't to seem quite right, but your implementation seems a lot more usable. My release today (0.6) tries an alternate approach by introducing a limiter for the keyboard controls. For example, you can set the limit to 50%, and holding down Q will only deliver a 50% left-roll control. Nice work!
  18. I've built 0.6. The failed "sticky" mode is gone. Releasing the mouse button will now zero the joystick. I've re-thought what the keyboard mode should do. Previously it was a "sticky" incremental mode, where pressing (say) Q would increment the joystick by 25%. That is now replaced with a keyboard limiter slider. For example: setting to the slider to 50% means that pressing Q will only deliver a 50% downward joystick movement. I've also added a button for toggling precise/instant mode (what Caps-Lock does). Justin: I was unable to reproduce your problem where the lines go outside the window. I raised a bug in my bug tracker https://bitbucket.org/spudbean/rke_joystick/issue/2/lines-drawn-in-wrong-spot . I've also changed the way the lines are drawn, but I'm not sure if that will fix what you are seeing. Please let me know if you try out the new version and have the same problem.
  19. Thanks for that feedback Justin! I have a much improved keyboard support and no more sticky mode ready for 0.6 (should be released in the next day or so). I'll also try to reproduce and fix the bugs you mention (multiple toolbar icons, and lines appearing outside of window). Could you let me know the other plugins you have (just a list of the directories in GameData will do).
  20. Runge–Kutta Enterprises presents... On-screen Joystick (and Fine Keyboard Controls) (This video is of the older 0.6 version.) Purpose: A quality-of-life mod to give you fine-grain control of your craft. Like an analogue joystick, but on-screen. This plugin grew out of my frustration trying to do fine pitch adjustment with my spaceplanes. Download: Install with CKAN using ckan.exe install RKE-Joystick From Kerbal Stuff. RKE_Joystick-1.2.1.zip from Bitbucket. From Curseforge Source: Source code. License: Apache 2.0. Features (also see album above) Plane mode: Convenient pitch/roll control (with yaw on a secondary axis). Rocket mode: Pitch/yaw control (with roll on a secondary axis). RCS mode: Up/Down/Left/Right/Forward/Back - translations have never been so easy! Rover mode: Traverse tricky terrain with careful adjustment of Forward/Back/Left/Right. EVA mode: (experimental) Allows fine jetpack control, and allow you to toggle EVA_ROTATE_ON_MOVE. Throttle control: Control throttle with a slider. Keyboard limiter: A slider allows you to limit how far they keyboard pushes the joystick. Adjustable Fullscreen HUD: Joystick movement follows the mouse across the screen, without the need to press a mouse button. Keyboard Shortcut: Hit Alt-Y to quickly enable/disable the on-screen joystick (configurable). Trim setting: ALT-click on joystick to easily set trim. Always know when trim is set with a clear visual indicator. Click indicator to instantly reset trim. Clickable SAS/RCS indicators. Tired of pressing R and S? Now you can click on screen instead. [thread=79745]Add-on Version Checker[/thread] support (KSP-AVC needs to be installed by you). Changelog: 1.2.1, 11 May 2015 Recompile for KSP 1.0.0+ 1.2, 15 March 2015 More gentle response curve (x^2 instead of x). Allows much finer control with small movements. Fullscreen mode: more HUD-like presentation, and configurable size and deadzone. Keyboard shortcut for enabling/disabling RKE Joystick (defaults to Alt-Y). 1.1 (22 February 2015) NEW: fullscreen mode, where joystick follows mouse without the mouse button needing to be held down. (Inspired by Crzyrndm's excellent [thread=99126]Analog Control[/thread] mod.) Fix problem where using the on-screen joystick would subsequently mess with "RSAS" (SAS modes for prograde/retrograde/normal/anti-normal/etc.). Now temporarily disable SAS if you are using the on-screen joystick. (Previously currentVessel.Autopilot.SAS.ManualOverride() was used but that doesn't work well since 0.90.) SAS can now apply control beyond the keyboard limit. (Previously the keyboard limit would restict how much movement SAS could apply.) 1.0.5 (21 December 2014) Fix ganky behaviour when using on-screen joystick if SAS was disabled. 1.0.4 (21 December 2014) Recompile for 0.90.0 1.0.3 (9 October 2014) Fix problem in the .version file where KSP-AVC plugin would report that RKE In-Game joystick was only compatible with 0.24.2. 1.0.2 (8 October 2014) Support for KSP 0.25. Use THROTTLE_FULL keybinding from player's GameSettings, instead of hard-coded 'Z' (new in 0.25). FIX: In rover mode, the Y axis is now labeled FWD/BACK instead of UP/DOWN. 1.0.1 (27 September 2014) FIX: Occasionally the joystick window would not appear when entering a new scene, due to some NullReferenceExceptions. Some better debugging/logging. 1.0 (21 September 2014) RCS mode. Use the on-screen joystick to translate back/forward, left/right, up/down as well as roll left/right. Rover mode. Automatically switches into linear mode, and gives you easy forward/back and left/right control. EVA mode. Somewhat minimal/experimental. Includes EVA_ROTATE_ON_MOVE toggle. If vessel is on the runway on load, then start in Plane mode. Show a visual plane/rover/Kerbal cursor to help hint what each movement does. Other visual design improvements. FIX: Toolbar button did not appear in map mode. Button now has correct highlight on load. FIX: KSP's control gauges now correctly toggle red/cyan when toggling precise mode via the on-screen joystick. FIX: Joystick window now hides when UI is hidden (F2), and when game is paused. 0.6 (4 September 2014) Improvement: New keyboard slider allows you to limit the maximum effect of keyboard movement. This replaced previous "sticky" keyboard mode. Improvement: Mouse-drags are no longer "sticky". On mouse-up, the joystick is reset to neutral. When dragging outside of the window, the joystick still follows the mouse. Added a button for toggling "precise" mode (Caps-Lock). Current bug: color indicators on UI will be wrong. Start in Roll (QWES) mode instead of Yaw (WASD) mode (more suitable for planes). BUG: toolbar button duplicate appears each time you launch. 0.5 (1 September 2015) initial release Roadmap: EVA mode improvements. Test it doesn't interfere with other control plugins (MechJeb etc.). Add setting to invert pitch axis. Manual/instructions/tutorial. Reporting problems Add a comment to this thread, or: Bug tracker. Please attach/pastebin your <KSP_OS>/KSP.log file. Known Issues: EVA mode: dragging the mouse in the Joystick window simultaneously activates the normal drag behaviour in EVA, which is to re-orient the Kerbal. The alternative is to click the Joystick instead of dragging. See KSP Bug #3103.
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