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Cyclonit

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    Bottle Rocketeer
  1. Hi, I'm trying to launch a rocket into an inclined orbit. The idea was to use this simple P-controller: set inclinationSetpoint to 55. lock directionSetpoint to MOD(90 - inclinationSetpoint, 360). lock currentDirection to MOD(90 - SHIP:OBT:INCLINATION, 360). lock directionError to currentDirection - directionSetpoint. set Kp to 1. lock directionCorrection to Kp*directionError. Using the result like this: lock STEERING to heading(directionSetpoint - directionCorrection, pitch). I do however fail at reaching the set inclination (regardless of which inclination has been chosen) within the ascent phase. Larger desired inclinations lead to larger errors. I'm fairly certain I know why it doesn't work: While the orbit's inclination approaches the target inclination, the error and therefor the correction term shrink until the correction doesn't matter anymore. My question is simply whether I did something wrong in terms of my understanding of P-control and whether there is an easy fix.
  2. Thanks to Greys from the #KSPModders channel over on esper, I was able to resolve the issue. This is the solution: The PartTools script will always use the rotation of the object is has been added to. This means, if you use the PartTools directly onto an object, which has been imported from blender, the change in coordinate systems will screw up the mesh's rotation ingame. To avoid this, you simply add an empty GameObject to the scene (GameObject -> Create Empty), put your model inside of this GameObject and add the PartTools to the GameObject instead of adding them directly to the model. In my case, the menus look like this:
  3. Hi, I'm using blender to create the meshes for my parts. Blender uses a different coordinate system (z is up/down, x is left/right and y is front/back) than unity (y is up/down, z is left/right and x is front/back). When I import my objects into unity, this results in some weird behavior. In the assets screen, the preview of the blender-import as a whole has the correct rotation, but the individual meshes do not. They are being rotated, such that their bottom is now pointing to the side. When I add a mesh to the scene, it is rotated correctly again. When I have finished all of the preparations and exported the part to be used in KSP, it is rotated the same way the meshes inside of the blender-import are. I suppose there must be a rather simple fix for this somewhere, but I couldn't find it. It be nice if there were some way to automate the correction. Cyclonit
  4. Yes, I know the Fustek parts, but I want to go for a more "realistic" style, similar to the stock cupola. He uses more of a comic look.
  5. Hi guys I've recently started planning out a mod and I'd like to hear some opinions on what I have so far. I love building large contraptions, especially space stations, but I do not like how space stations in KSP tend to look like. Aside from the crew tank and the Cupola, there are not many parts which are designed to look good in a station. I therefore decided to make a set of parts on my own. It's the first set I'm making entirely by myself, which is why I'd like some input regarding the current state of affairs What kind of parts? My main concern are the tin can bodies of space station modules. Tanks just don't look like a modern station and since every modder has a different art style, resulting in slightly different measurements, stations tend to look "unprofessional". But another essential part of space stations are trusses. I'm not sure yet what kind of a design they are going to have, but I'll try to have them match the stock trusses. What kind of an art style? I really like the style of the stock cupola. It resembles what I would like the whole station to look like. All of my new parts are going to have the plated look, which can be found both on the cupola and the ISS itself. Now lets get to the list of parts I planned out so far: The tin cans main body will be made up from to distinct parts: A cylindrical 1.25m long central piece and a 0.625 long end piece. Both will be shipped in diameters 1.25m, 2.50m, 3.75m and 5m. This enables the creation of all kinds of differently sized modules, by simply stacking centre pieces on top of each other. A welding plugin may be used to reduce the part count prior to launch. In addition to the main module pieces, there will be adapters to connect all of the different sizes: 1.25 -> closed end 2.50 -> 1.25 3.75 -> 1.25, 2.50 5.00 -> 1.25, 2.50, 3.75 These main pieces would not have any "decor" around them. No windows, no mounts for berthing mechanisms and no ladders. All of those would have to be added later on. The seems on the serving suggestion would not be visible.
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