pixartist
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Posts posted by pixartist
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If I add a part from a mod which lies on a science node that I have already bought, how do I retroactively active the part ?
Edit: nvm, delete this -
So people saying this is some nice Auto pilot computer easier than kOS, but I check it out and 'whooooa'. Is it easier to understand once I get into it? Or is just my algorithmic mind that think kOS its easier to learn?
Anyway, that demo showing the probe just hopping from one building to another is simply amazing, truly!
How is RemoteTech integration, I've read that you don't actually need a connection or delay calculations, the only issue to be considered is the need to have a working connection before activating programs much like kOS, 'landing' 'orbiting' and stuff.
I'll really be looking into this.
How about instead of using the barometer model, borrow the model of flight computer from Engineer?
There is no cross mod compatibility yet.
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Some simple thing I would like automated:
- Trigger an action group when certain conditions are met like when my power is lower or higher than an x%
- Head my vehical towards a body (Kerbin, Mun, Sun (usefull for optimal solar collecting))
both of those are possible with the exception of the electric power ... You can trigger action groups and you can get your heading towards the current target.
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My my so when you go into hiding for a few months all out of sudden you start missing out on the nicer mods.
Looks really lovely already, I'd love to contribute my time to this one, especially since it pretty much gives my half finished Selene (KSP Lua interpreter) a run for it's money.
If that's something that would appreciated give me a shout over at Steam, so maybe we can coordinate on that.
Hmm, ATM it's a bit hard to cooperate I think, since I'm constantly changing core stuff. Do you have any specific Ideas how you would / could contribute ?
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Well, you can calculate a lot of orbital information via Periapsis, Apoapsis, Body mass, radius, G, vessel mass, thrust etc. I'm pretty sure programs won't run remotely though, and I'm also not sure how this could be done. Is this something you guys would want ?
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Hi and thank you for your mod, it's the kind of automated vessel control I always wanted!
I have two questions/feature requests though:
1. Is it possible to add a node that gets the delay time from RemoteTech and factors it into burn times/burn points along the trajectory?
2. Is there a possibillity to program an automatic station keeping program for satellites?
Thanks again and best regards
Cross mod support is not that trivial and will not come too soon. What do you mean by station keeping ? Do you mean keeping an orbit ? Well, you got control over your vessel and all kinds of flight stats. What data would you need for that purpose ? Or are you talking abour RCS controlling ?
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There are a few multi-throttle mods about. Perhaps their code might be useful, although I imagine the UI elements would be harder.
Well, the selection of the engines would be a tricky thing to do gui wise.
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Awesome mod! Even better when it works! Copied over the programs from the examples and they do absolutely nothing; nodes don't get triggered. Is there some secret trick that needs to be applied?
Which examples exactly ? The included subroutines should work.
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0.3.3
- Added Get Yaw, Pitch, Roll nodes
- Fixed Altitude over ground
- Fixed dragged node connections not being deleted when their origin
node is deleted
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I forgot to mention; it would be really great to be able to control the throttle on multiple different engines as well.
I don't think that's possible.
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I made a follow terrain program yesterday evening, it works quite well. the only problem is, that when you are near the coast, the altitude over ground doesn't use the water surface, it used the ocean floor. So I had to make another part of the program, where the program decides which altitude value to use
Will be fixed next patch
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I signed up to the forums after lurking since 0.16 to say how much I love this mod. It's fantastic.
I would really like to be able to get values from user inputs.
For example: Get the current;y set throttle, get the current pitch input, etc.
This way I can make flight assist programs.
Thanks, and I'm not sure if thats possible, I'll look into it.
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I just noticed that... I feel dumb now
Well, that is what happens when you write before trying. Also, I love the new GUI and the action buttons are great!
i've also found a bug, when you click an output to connect the node and you delete the node afterwards, the connection gets red and just stays where the node was. You can't delete it. Then you can't connect any other nodes.
Will fix tomorrow.
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I was just about to ask for that...
now the only thing left for perfect handling is scaling
Edit: I think I misunderstood, I thougt it was panning around on the program.(like with mmb)
But dragging the content is also nice!
I meant panning. You can do both, drag nodes and pan via clicking and dragging the background..
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That's a brilliant idea. Stealing...
Additionally, I'm planning on writing some nodes (get variables) for my NavUtilities mod. I expect this'll be at version .5 or so by the time I can get around to it (a few weeks).
After that, I'll try and write a few other nodes. Autostaging is a bit difficult because it doesn't seem to handle sepretrons being on the discarded stages (they still have fuel); at least that was the case the last time i tried (.2.5). I know actually testing for when to stage is very difficult because of all the edge cases, but I'll see what I can come up with, if it hasn't been handled by then.
Please test that again, I think it should be fixed
Also a new version is out, with a huge GUI update (again). Also featuring action buttons! And dragging the program window content!
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near Koblenz
EDIT: or did you mean whaaw?
EDIT2: I don't know if it's a bug from this mod, but when I move my mouse to a point in the upper left corner of the screen, not only the flight computer GUI vanishes, but also the toolbar, the vessel name, some buttons change color etc... I'll upload some screenshots, wait a second.
the bad thing is, you can't see where the mouse is, but I hope this explains my problem.
I can't reproduce that.
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Edit2: other idea, is it possible to make a node that performs the test action to accomplish the contracts. Its tricky because the node has to know witch part is testing. But this would be very nice for the anoying contracts
Just put the object into an action group and make a subroutine which enables an action group when the given params (altitude, velocity, etc) are met.
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@Themorris That's weird. I've never noticed that. Is your cursor in the corner of the SCREEN or the corner of the Flight Planner window? I'll try to reproduce it when I'm home. Does the stuff reappear when your move your mouse ?
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6h of work for me then i have 3 days to test everything;)))
Very good. I'll have 3 days to fix everything
Ps: You are German right ? what city ?
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Anybody found bugs in 0.3.1 so far ?
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as long as you don't overwrite or delete your subroutines it should be fine.
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Fixed and uploaded (0.3.1)
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now, that is strange, when i connect a value to watchvalue+tick->enable the value and the tick node vanish. is this normal?
No it's not normal. You need to enable them once only though. I'm gonna look into that, I have a suspicion what's the problem here.
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not if you use the toolbar addon^^
but seriously,in my opinion, that would be a great way to execute (very) specific programs(like autohover for example). Also, where does watchvalue display the value? I have't found the window yet.
In the default window. Resize it!
How to use the new autopilot api ?
in KSP1 Mod Development
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