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Elvaron

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Everything posted by Elvaron

  1. Can you hook into the terminate flight functionality? Could just run a calculation on flights getting terminated from the tracking station and see if they can be recovered?
  2. They won't deploy until it's slow enough? What's the threshold, will it attempt "risky" or wait for "safe"?
  3. I'm running into a small problem, more logic-wise than technical. Let me give you a simple example: - Eject stage when Apoapsis is say 130.000m and Periapsis is 40.000m. My rocket/ship/whatever goes it's merry way. - The debris doesn't get killed off, KSP simply doesn't care about it's unstable orbit unless you fly it. You can watch it go around Kerbin a billion times in the tracking station, the orbit won't get updated. - When I do fly it, there is no way to go back to KSC without resetting the save (since the orbit doesn't properly decay until I'm in the atmosphere, and then it's too late to jump back to tracking station). - I don't have a probe core on every piece of debris so I can't open parachutes. - The only way to get rid of the debris is to either terminate that flight or fly it into the ground, sad that my parachutes have mere decorative value. Would it be able for StageRecovery to handle these sort of cases in some way? Any solution would be fine, from having a button I can press in the tracking station to consider re-entry recovery for debris on unstable orbits to being able to tell StageRecovery to do it's magic during flight of the debris, below altitude X... Or should I look into hacking some parachute to also be a probe core with no electricity needs so I can manually open chutes when it's time to do so?
  4. I don't quite get his use case either, but a "do nothing" option would be cool none-the-less. It also gave me a new idea/suggestion. Maybe this is already possible with the existing triggers, if so, I'd love a short explanation The idea would be to have an optional AND-logic channel (default is 0: No Channel. I don't see a use-case for an OR-logic here, but maybe someone comes up with one) and a part that goes with it. Heck, you could even just add a version of each trigger that doesn't fire any action, just broadcasts it's trigger status on a channel. Anyways, let's say you have 3 symmetric engines with seperate fuel supply. You want staging to occur when all 3 are empty, not when the first one is empty. If they for some reason don't empty at the same time, even if the difference is in the microseconds, bad things happen. So you place a fuel trigger on all 3, set them to do nothing, yet assign them to channel 1. You place a single channel receiver, set it's action to stage and it's channel to 1. When all triggers broadcasting on channel 1 (I guess you'd iterate the vessel parts at launch and put them in a vector. If a part gets detached from the spacecraft it is ignored.) have switched to true (condition met at some point) it executes the action, in this case it detaches the stage with the 3 symmetric engines once all 3 are empty. You'd even get some nice combo effects. Say you have a trigger that fires pretty much at start and a trigger that doesn't really fire at all (say under 4km while disabled during launch and the use case is relevant much before re-entry). You'll get a true and a false on that channel so a channel receiver wouldn't fire.... Until the trigger that evaluates as false gets detached from the ship thanks to staging. The use case for this is, of course, activating an action group with parts that aren't on the staging queue, or else there wouldn't be any point As for the altitude trigger and your response: I see, that's unfortunate. Could we maybe get more options than just Meters and Kilometres? This plugin is perfect for re-entry scheduling, yet the altitude trigger has no values in the range between 100m and 4km.
  5. Cool addon, a couple of suggestions I would enjoy - As I wrote before, for altimeter a simple editfield into which meter numbers can be typed instead of having a pre-set list of values to chose from. - A delay setting for fuel / altimeter parts. E.g. if I were to set delay to 5 seconds, once the trigger hits, it would count down for 5 seconds then execute the action. - Ability to add countdown to the staging. For one, this would allow for manual delay even if above suggestion weren't implemented. For another, it would make for a nice launch countdown. You could also then add the countdown to one's staging: First stage has an engine, the tank of which has a fuel trigger that hits the next stage. Second stage decouples the spent stage and activates a countdown trigger. X seconds later, the countdown triggers the next stage, activating the next engine. Without this delay step, there's risk of catastrophic consequences This would allow for some nice multi-stage launch automation. - Ability to display delays/countdowns on main screen would be cool. - I've had cases where a fuel part triggered pre-maturely, subsequently staged and thus blew up my entire vessel - It seems when set to activate stage, the empty "stage group" remains in the queue, forcing me to hit spacebar numerous times to manually execute the next stage. Not a big bug, but worth looking into?
  6. Cool addon, a couple of suggestions I would enjoy - As I wrote before, for altimeter a simple editfield into which meter numbers can be typed instead of having a pre-set list of values to chose from. - A delay setting for fuel / altimeter parts. E.g. if I were to set delay to 5 seconds, once the trigger hits, it would count down for 5 seconds then execute the action. - Ability to add countdown to the staging. For one, this would allow for manual delay even if above suggestion weren't implemented. For another, it would make for a nice launch countdown. You could also then add the countdown to one's staging: First stage has an engine, the tank of which has a fuel trigger that hits the next stage. Second stage decouples the spent stage and activates a countdown trigger. X seconds later, the countdown triggers the next stage, activating the next engine. Without this delay step, there's risk of catastrophic consequences This would allow for some nice multi-stage launch automation. - Ability to display delays/countdowns on main screen would be cool. - I've had cases where a fuel part triggered pre-maturely, subsequently staged and thus blew up my entire vessel - It seems when set to activate stage, the empty "stage group" remains in the queue, forcing me to hit spacebar numerous times to manually execute the next stage. Not a big bug, but worth looking into?
  7. Any chance you can add a scale setting between Metre and Kilometre for the Altimeter? 100m (max Metre setting) is a bit low for parachutes while 4km (min Kilometre setting) is a bit high. Maybe scales: Metre Decametre (steps of 10m) Hektometre (steps of 100m) Kilometre (steps of 1000m), or just a textfield that allows #meters input?
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