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PrivateFlip

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Everything posted by PrivateFlip

  1. Is there a KSP equivalent to System.IO.Directory.GetFiles() or any workaround to get the list of files. (KSP.IO.Directory.GetFiles() doesn't work)
  2. That's weird. What's the code you use for the GeneratorModule? I would think this should work: MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 0.75 } }
  3. The part is compatible with 0.21. Tested that two days ago when i was finally able to download 0.21, but in my excitment in playing 0.21 itself I totally forgot to mention it on spaceport. Those shapes were supposed to be fuel tanks. I agree the textures could have some upgrading, but at this point there's no work underway to have that implemented. The main problem: I'm not very good at modeling and texturing both in knowledge and technique. From where I'm currently at there is a pretty steep learning curve to where the model would start to be any good and I have been kinda putting off making improvements to the textures because of this. But posts like yours do indicate there are people interested at using the mod so maybe I can instead find a more professional modeler to do the modeling part of the operation.
  4. So what you're going for is server wide warp. This solution is often seen as the preferred in multiplayer proposals. If I, for your consideration, could add my two cents on this type of time warp solution. When we play KSP there are two timeframes: the in-universe/mission time and our own outgame playtime. -When you look at playtime players spend the most of this time at warp one. The fraction of time of playtime we spend in accelerated warp depends heavily on the situation, but let's say on an hour played we spend no more than 30% on an accelerated warp. Important is the notion the warp one time is when we do things and have fun while we use warp to skip the boring parts (not completely true, but close enough for this discussion). -When we look at in-universe time we see something different. On the total mission time we spend only a very small fraction on warp one. Maybe less than 1% for a Mun mission or Kerbin orbit rendezvous and far less for anything more remote. The fast majority of mission time is skipped with accelerated warp. Because this particular fraction is so small, it means the chance that two players will be at a point in their mission where they have something to do on warp one at the same time is small. It will happen from time to time but most of the time you'll be on transit somewhere while your friend has to do an injection burn to Mun orbit. While your friend does so, you'll be practically standing still and will have to wait through his warp one time. Because this 'warp one and do things' makes up most of the playtime of a mission you will find yourself sitting through most of your friends playtime and vice versa. And that's with only two players. As you say communication can make a big difference but its difference can only be so big. Landing or deorbiting can be done at any time as long as you don't care where you land, but most things we do on warp one can have no delay, when making a transfer burn we can sometimes wait a few orbits but the burn still needs to occur at a very specific time. Since the chance our warp one actions will overlap is so small no amount of communication can really prevent players from having to sit through the playtime of most other player while they have nothing to do. Even a sychronized mission to the Mun with the exact same rocket might deviate enough when you get there to have players waiting for each other most of the time. How big an issue this is depends completely one what you're planning to do in multiplayer. But players executing separate missions to kerbin orbit or kerbins moons will quickly run into this. The reason I'm sharing this is because most of above consideration are not apparent when playing single player. We don't feel 'forced' to do a burn when we reached the Minmus SOI, in fact there's little hurry and we have all the time of the world. Similarly if you and me both started a Mun mission in single player while being on teamspeak we might feel we're doing about the same stuff at the same time. These perceptions might obscure the more nasty reality mentioned above.
  5. Checking out Modular Fuel System's source code now, I'll think i'll go for the option to save engine configuration in a manner it can be loaded by other ships instead of implementing something like this. But thanks for pointing that out.
  6. Nope. It only supplies the Station Logistics Hub itself and anything attached to it. This part can of course be part of a station. But you would still have to rendezvous with your ship the station to to get fuel. The hub itself is also the only part with "orbit limit" in its right click menu.
  7. Anyone who downloaded on the 19 or 20 th who are experiencing incomplete deliveries should redownload the plugin as i found a bug which has been corrected in the evening of the 20th (GMT). The fix also made sure fuel is now first delivered to the part and only then to the rest of the vessel, in addition it should now also deliver fuel to each part of the vessel and not only those part to which 'direct' fuel flow is possible from the hub.
  8. Out of curiosity, what did you're own plugin do exactly? Well no, this is not possible. It would require you to be able to set all these option in the VAB, which currently is not possible because parts, to the best of my knowledge, can't be saved with custom configuration in editor mode. But I assume you're asking this because you want to have a default configuration loaded up at launch because you have a standard ship which you use repeatedly and you don't want to set the configuration for the launch of each vessel. This is possible although it does require a little effort. Let me quote the manual: #6 Saving and loading The configuration of individual engines is not automatically saved while saving the game. To save these settings you can open the module configuration window and press “Save Engine Configuration†before pressing F5. After loading the ship you can press “Load Engine Configuration†after activating the module. #8 Creating a default ship profile This is not really a feature but might come in handy for those who have a standardized ship. To create a default launch profile for a particular ship you can save a configuration as described in paragraph 6. Then save the game. Open the quicksave file and look for the variable 'savedEngCon'. Copy the long line behind this variable to the same variable in the part.cfg. When using this part you can now load up the standard engine configuration for the ship as described in paragraph 6. I do understand this is far from user friendly. If this ends up being a huge bummer for a lot of people I could add some additional functionality allowing users to save a configuration under a named profile so it can be loaded and used by other ships.
  9. Why stack? You could use some normal fueltanks as an expanded reservoir. Delivery to Mun only takes six days, so if you switch back a couple of times during your half year interplanetary trip you to transfer the fuel to the normal tanks and request a new delivery you should be able to have enough fuel when you return home. Glad you like it. Have made a small upgrade to the logic behind the part so it should be a little more user friendly but haven't yet improved the looks of the part.
  10. You could. You would have to make sure you set the vertical engines to Center Thrust mode and select the option to only use designated engines (see manual). But you might want to try out KerbCom Avionics instead. Because it adjust engines in a more sophisticated manner it'll give you higher performance with greater ease of use than my mod.
  11. Hadn't considered that yet. The functionality I'm assuming you want is for the engines to be adjusted to maintain a certain course either the last heading the user put the ship on or a target heading. It sounds obvious enough and would improve usability dramatically if it works. I will look into it. Countering fuel imbalances should be well within the capabilities but it is in no way fast enough to adjust to engines cutting out mid flight. I would be interested to know what problems you encountered with asymmetric staging. (If you haven't you should definitely read the manual.)
  12. In one of your previous post you also mentioned adding torque control to the engine balancer. If torque control is added would having only torque in combination a linear engines setup which don't have gimbal be enough to compute a solution, or would gimbal engines always be a requirement for a linear setup? I understand what advantages gimbal would give in combination with this mod. This is just a what if question.
  13. I actually did not assume the solver is stateful, although I can see how my use of the term switching could give this idea. Although i did not know about the flexing, I did notice the module was not functioning at some points when those engines weren't there and assumed the engines were at those moments in some way required to compute a solution as your response seems to confirm. Hence my suggestion for dummy engines to allow a solution to be computed, because in my simple user experience only throttling up and down the main engines would be enough to balance the craft. But if gimbal support solves all of this and more, like flying a space shuttle with a giant tank under its belly after shedding its boosters, I understand you don't want to cut corners.
  14. Thought I post this here. Been playing with the engine auto trim which seems to be working okay if you add a few of those perpendicular engines but it doesn't seem to need these engines in flight to balance an asymmetrical craft. I'm guessing your solver does need these engines to be there to start its computation. Is it not possible to, after determine that all engines are facing backward (based on the weighted average direction of all engines) to make up some dummy engines in the other directions for the solver to work with. Of course only for the auto trim mode as for most users of this mode the primary aim will to balance the main thrust? I think this might be an easy fix as it seems it should be able to perform fine without the engines. Actually tried it without those engines and besides the hampering thrust, switching between "nominal" "non feasible" and "internal error 1" it does give a balanced thrust while using an imbalanced craft (until it turns by an inch then the engines cut out). So maybe if it could ignore they weren't there by making up some engines it would perform as desired for this particular mode. Also noticed that sometimes on auto trim mode it will kick in some of these perpendicular engines in one direction. These engines will then stay on albeit on a low thrust. Cutting the engines and the throttling up again stops it. Happened twice, can't reproduce it at will, have no idea why it happens, but maybe its relevant to you.
  15. Now checking out the update. GUI is easy to understand, and the help texts describe the modes well. Did forget to enable engine control the first time and wondered for five seconds why nothing was happening, but that was it. Is the example craft supposed to be part of the download?
  16. The center thrust mode is now crudely working and seems be able to balance simple craft. I have not updated the download yet this is just a status update. The module acts on angular momentum. Because of this it is by nature responsive: there first needs to be a deviation to correct. Does steering cause angular momentum? It does. Initially the vessel gave enormous countersteer making it uncontrollable. To make the the vessel steerable I've had to implement dampening which turns of the plugin while steering (dampening is default set to 1 = complete, with a duration of half a second). In addition i had to make the dampening linger after a steering input to allow to not make the momentum of the last input to cause a correction. This does necessitate the user to end his steering action as stable as possible. Any steering momentum remaining after the dampening duration will be incorrectly corrected. It also requires you to let the vessel from a relatively stable direction "fall" for a time longer than this duration to allow the plugin to make correction as balance changes by depleting fuel. Ships with small imbalances, like the on below, can take off with relatively little effort. On the module: -push scan to initiate the module -push Center Thrust to open the center thrust configuration window In the window: -select "All" (to select all engines to take part in corrections) -press Update to implement settings -press On And you're ready to launch by slowly increasing thrust. this ship has been imbalanced by a differential thrust module, not a good design choice In ships in which it is clear which engines will be the engines which will produce over thrust you can single out these engines. After pressing scan on the module, select the engine push Set engine to open the engine configuration window and set this engine as a designated center thrust engine. In the center thrust configuration window you would then select "Designated" instead of "All" Ships like the ones below present problems for the plugin. Due to the high imbalance and the fact that this module is responsive causing it to take time to find the balance. Time you don't have. You can increase the 'Adjustment size' to fifty but this leads to wobbling due to massive overcompensation which often only postpones a crash. The only way to do it neatly is setting the engine to a CenterThrust and giving it a startup value with is closer to the balancing thust. This value has to be found by trial and error. For the ship below the mainsail had to be set to start out at somewhere around 65-75%. Did flew this last one into orbit eventually. This would be impossible without the module. It does requires constant attention because of instability and might cause high blood pressure. On more than one occasion during testing I found myself forgetting to set the focus back to the main screen after making a small update in the config window which caused any keyboard input to keep going to the window. These brief distraction were often enough to completely loose control of the vessel. One way to mitigate some of these issues would be to base the plugin at least partly on the actual center of thrust, my initial idea, but this value is unfortunately not readily available. With ZRM's mod on the horizon, the work to compute this value or something approaching it would probably be a waste of effort.
  17. You do notice the main throttle fighting you but the effect isn't overly pronounced, which was good because I knew no way to fix it, although I can imagine it is a vital factor for what you are trying to achieve. So what you do is first eliminate the ModuleEngines' influence to stop it from fighting and then simulate this acceleration speed yourself. Got it to work with: vessel.transform.InverseTransformPoint(part.transform.position) You have no idea how long I have been trying to find a solution, maybe close to six hours in total. I did try to use InverseTransformPoint and InverseTransformDirection but whatever i did there was always something wrong. Granted, most of my fiddlings were of the form: part.transform.InverseTransformPoint(Local.Com) it all makes sense now. But seriously, I'm incredibly thankful! My math skill probably precludes me returning the favor in any meaningful way, but if you need help with testing be sure to ask.
  18. I have updated the plugin. It now adjusts the ModuleEngines.currentThrottle instead of the MaxThrust to achieve its effect. I tried to use currentThrottle before but it didn't work until i came across ruffus's Throttle Steering mod which did use currentThrottle (the trick is to set useEngineResponseTime to True). It now correctly handles heat, animation and sound, which is nice. Despite the fact there is already a similar project in the works I decided to finish this one anyway. One of the side effects of the relative simplicity of this mod compared to ZRM's KerbCom Avionics Coordinated is that it shouldn't take me too much time otherwise I wouldn't have bothered. The option to automatically adjust the thrust of engines to keep an asymmetrical ship stable is actually almost done except for one super annoying hurdle. For some reason I can't figure out how to get the position of a part in relation to the vessel as in a position which remains the same as the ship turns, this is necessary to determine where an engine is located. The rest is pretty much done so if anyone has ideas please help, because I'm truly stuck.
  19. I have a part in a vessel. How do I get the position of the part in relation to the vessel just like vessel.LocalCom or vessel.angularMomentum but for a part. I have been looking for this for well over two hour. Looked in the source code of some mods, the KSP.API. It seems so stupidly simple, but I just can't find it. EDIT: The answer was given in the development thread of my mod by ZRM:
  20. Yes, I've been looking into what my own steps forward would be as in a making generic algorithm to get it CoT on the CoM and it is more complicated than when I made those comments yesterday. It was 4:30 in the morning for me when I made the comments after a long day. Haven't looked at your source code yet, but I'm pretty sure your implementation is a lot more sophisticated than what I would have been going for. It would come down to the player choosing one of six directions the engines where facing, ignore gimbal, and then using a combination of a some smart but simple engine adjusting algorithm to move the CoT incrementally towards the CoM over several cycles, in the remaining 2D plain. Sounds good, great work!
  21. Dang, you're right! The project isn't abandoned and if the mod indeed is able to adjust RCS in the way they say, main engines must be child's play from there on. They're mentioning they're completely replaced ModuleRCS on RCS parts, which is a lot more elegant than how I did this one. Thanks for the heads-up EvilC.
  22. In one of the ASAS parts I also see Ki next to Kp and Kd // --- SAS parameters --- Ki = 1 Kp = 0.6 Kd = 1 Don't know what it is, but maybe it'll help you.
  23. Download on Kerbal CurseForge Download on Space Dock source code part of download, released under GPL (GNU General Public License) =============================== -As of now there are a also number of modes for individual engines. In addition to the Limit Thrust option already provided there is an Level Thrust option which has the engine level of at a certain percentage of its maximum thrust. There is also an extra functionality to apply these modes to all engines of the similar model/type to save time. -The mod supplies four additional throttles to which individual engines can be slaved. -There is a center thrust mode which adjust individual engines so the Center of Thrust onto is aligned with the Center of Mass. This balances the thrust of a ship and should make asymmetrical ships more feasible. -The center thrust mode also supplies a throttle steering option. When throttle steering is enabled the center thrust mode also offsets the Center of Thrust based on input from controls and SAS. This allows steering of the vessel in combination with controls and stabilization of the vessel in combination with SAS -It is possible to save the configuration of engines and all settings in a profile for a vessel. The profile can be loaded again to other vessels of the same type. See manual for details A video by Scott Manley using the mod to attempt an engines only landing with a B9 Strugatsky. Shuttle using the center thrust mode by SkyHook:
  24. Glad you like it! If you have any advice on what kind of models should be there or what improvements you would like on the current model, let me know. I just updated the textures to something a little more sophisticated and plain.
  25. Here is how I did it Sathurn: The fact its apparently too hard to launch is only one of the problems. It's clear from all the comments I have some more work to do.
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