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Seeker89

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Posts posted by Seeker89

  1. Would it be possible to make two different PID based on size, trust, what not? 
    Like what works for a smaller craft doesn't work for the much bigger ones, and maybe what works for the bigger ones doesn't work for the smaller crafts. If you find what works, you could make it switchable. 

    Sorry, most likely not helpful.. 

  2. 9 hours ago, allista said:

    @Bit Fiddler, I'm sorry, but it seems you don't want to hear me here :(

    Stock waypoints are not the same as TCA waypoints. The difference is in their meaning, in the way they're used. What you ask is not possible not because it is technically difficult, but because the request is in fact meaningless: as if you would ask to combine these two green temperatures with those liquid elephants over there.

    The simplest solution to the problem would be (with a push of a button) to copy all the locations of the stock waypoints into the new TCA waypoints. Except I can't, because 1) I don't have access to the list of the stock waypoints (so I need to build it myself, the way WPM does); and 2) in which order? I'm sure you would want to control that as well.

    So what I've done instead is: you can simply activate waypoints one by one in the order you wish, and add each as a TCA path-point (I'm done calling them waypoints, as it only confuses you).

    I had a few ideas.... (about this...) 

    My simplest idea would be.. to be able to edit the waypoints(TCA path-points). That way we could get the information off of WPM and use that manually to plot the course. 

  3. 15 minutes ago, Bit Fiddler said:

    Sorry for the double post here but I figure this would be better in a separate post...

     

     

    I have been messing with micro VTOL lately and this was the start of my next test.  as you can see in this screen shot the probe core says it has TCA installed.

      Hide contents

    KSP_x64%202016-10-28%2018-40-55-55.jpg

    But when it launches it tells me it is not able to control it.

      Hide contents

    KSP_x64%202016-10-28%2018-41-53-85.jpg

    and all it takes to fix the issue is a different probe core I stuck on top of it.

      Hide contents

    KSP_x64%202016-10-28%2018-40-02-57.jpg

    any idea why this particular probe core would say TCA was installed but then TCA not be able to use it?

    Your ranger advance probe isn't connected to the CommNet. That's why it isn't working. 

  4. Hey everyone. 

    I have been looking at this for sometime and through many play through, and I just don't get it. 

    Spoiler

    Kerbin (@48000km) -> Duna (@100km)
    Depart at:      Year 1, Day 20, 0:00:00
           UT:      410400
       Travel:      323 Days, 1:38:58
           UT:      6982738
    Arrive at:      Year 1, Day 343, 1:38:58
           UT:      7393138
    Phase Angle:    127.17°
    Ejection Angle: 0.09° to prograde
    Ejection Inc.:  0.09°
    Ejection Δv:    2671 m/s
    Prograde Δv:    2670.7 m/s
    Normal Δv:      4.7 m/s
    Heading:        89.90°
    Insertion Inc.: -0.28°
    Insertion Δv:   1077 m/s
    Total Δv:       3747 m/s

    What does all this mean? and how can I make a node with one of the node editors?

  5. How well does this work with the mun's SOI? like I launched a payload and went about 46000km from kerbin and back. How would it handle me selecting mun's orbit and it happens to be in mun's SOI

    I figured out how the deploy works, so how does the transport? could I only transport the amount of resources that I send up? like if on the transport mission I only send up LFO, could I send up rocket parts? Does the transport's LFO not touch the payload's LFO?  

  6. I think this mod is very interesting. My only problem was the cost of the GNparticle as emptying one Condenser Drives and putting it outside with some solar panels, and that's a good 10k right there. So I ended up nerfing it and increasing the cost of the different drives. For fun I made an over-priced battery for the GNparticle. 

    That and making a simple craft, recording the flight with Kerbal Space Transport System, and I got a very cheap way to get anything to space. 

     

    btw. I didn't watch the show. :sticktongue:

  7. 10 hours ago, g_BonE said:


    Now the following problem / question:
    In my ongoing 1.2 career and a freshly started career all the command modules show "TCA: unavailable" despite having a fuel tank, engine and RCS on the craft and the TCA tech is researched completely. Thus the TCA button only opens the manual and im unable to program engine groups or macros.

    Im running quite a few mods too but on 1.1.3 with almost the same mods TCA worked just as expected. Do You have an idea what might cause this issue? Is there anything im missing or misunderstood? Is there a way to enable the full TCA window in the editor without the requirements (engine, rcs, etc.) ?

     

    I'm kinda having that problem.. all command modules show "TCA: unavailable", but all modules are unlocked and it all works from what I use.. I thought it was because of the MM I made up to unlock at start.

     

    EDIT: Status in the manuel says that it's all on... btw

  8. 1 hour ago, allista said:

    If you're meaning a VTOL setup with some engines pointing downward, and some pointing laterally, then down = "Thrust" (default), horizontal = "Manual".

    "Maneuver" -- act like RCS.

    "Balanced" -- only meaningful for a group of engines, not for a single one. A "Balanced" group will not produce any torque; it will not react on user input.

    "UnBalanced" -- mostly useful for main rocket engines which are in line with the CoM, so no need to balance them at all.

    That makes much more sense.. thank you. 

     

    36 minutes ago, FirroSeranel said:

    Hmm, let me see if I can explain.

    Category 1: An engine whose thrust axis lines up with the ship's CoM, and whose primary purpose is keeping the ship either A: hovering above the ground, or B: accelerating along a maneuver node, you want to use "Thrust".

     

    For an engine whose thrust axis is in the same direction as your main hover/acceleration engine, but off-axis so it can apply a rotational torque to the craft,  you have two options:

    Category 2: If it is a sufficiently large and efficient engine that you wish to also use it to help hovering or accelerating, and there are two or more of them in a symmetrical pattern around the CoM along their thrust axis , then you'll want Thrust + Maneuver.

    Category 3: If they are small engines that you intend to use like more powerful versions of RCA thrusters (i.e. only have them fire to rotate the ship or translate it in directions other than the primary thrust direction), then you want Maneuver.

    Note that you can build a fully capable VTOL with any -two- of these categories.

    For example:

    • Option 1: One large, central engine to keep the shift aloft, set on Thrust (or Unbalanced), with multiple small maneuvering thrusters on Maneuver. This will perform and handle just like a normal craft with one engine plus RCS thrusters, only much more powerful.

     

    • Option 2: One large, central engine to keep the ship aloft, set on Thrust (or Unbalanced), with several medium-sized engines pointing the same direction but far from the Center of Mass, that will help the main engine keep the ship aloft but also turn it, set on Thrust + Maneuver. This will handle okayish, with much more maneuverability than just an engine and RCS, but there are certain things it won't be able to do, like high-performance maneuvering near the ground.

     

    • Option 3: Several medium-sized engines that are intended to both keep the ship aloft and rotate it as needed, set on Thrust + Maneuver, plus smaller maneuvering thrusters to aid in rotation, stability, and translation, set on Maneuver. This will have excellent performance in all situations, so long as the Thrust + Maneuver engines each individually provide a TWR of at least 0.5 (for a total of 2.0 min)

     

    • Option 4: It is also possible (but less efficient) to just have several medium-sized engines far from the CoM (but balanced so their CoT is coaxial to the CoM), set to Thrust + Maneuver. This will handle like a drunken chicken and probably crash unless you're very, very careful, only use TCA to control the ship, and never change its orders when it's anywhere even remotely close to the ground.

    P.S. I tried really really hard to just insert pics into the post, but it just blinked at me and did nothing at all. *stares blankly at post editor "Insert other media" widget*

    The pictures were just what I needed. Maybe Allista could integrate them into the wiki. 

    So what would you guys do for shuttles? lets go stock... how about the Dynawing? and the Slim Shuttle?

  9. 1 hour ago, allista said:

    1) Yep, in the list of waypoints each waypoint name is a button. Push it to set a waypoint as current target of your ship. You then may use "Go To" autopilot to fly directly to it.

    2) Wait, you want to play career, but have all the TCA at the start? Why? :confused: Anyway, there's no other way than to edit TCAtechtree.cfg, and for that you'd better use MM patch. Luckily for you this file is programmatically generated, so all the module names start with TCAModule, and the main subsystem is simply called ThrottleControlledAvionics, so you'll need only two MM @PART patches to do it.

    3) Without any trouble. TCA uses realtime engines' thrust vectors, so if an engine is moved, rotated, blown up or otherwise changed, TCA will adapt.

    4) Oh boy... I feel I've done something terribly wrong with these modes ;.; But I don't really know how to implement this. If you post a screenshot of your craft(s), I'll tag the engines with modes as I think best. Hope that'll help...

     

    I can't seem to get my pictures to capture... how about this.... I normally just leave any engine pointed down at default. But I don't know what to do with engines that are pointing another way. And it's mostly like just me.. 

     

  10. I have a few questions.... 

    Is there a way to target waypoints and fly to the waypoint? like accepting that mission and flying to it? or using waypoint manger?

    Is there a simple way to have tech at the start node? without going through the TCAtechtree.cfg and changing them all to start? could I use an MM to make it patch friendly?

    How does this mod work with servo mods? like using an engine that has VTOL mode and a normal mode? 

    And lastly I'm still a bit lost on the Engine modes, and I can't wrap my brain around when to use what. Could someone like take a screen shot of a craft and have arrows and tell me which one to use? Please?

     

    Seeker89

  11. Every large update has broken(most) mods. Think of when they updated to 1.1... that update broke all mods that use a GUI, or the one that changed the way parts were loaded in the game, it too broke mods... it's the way it is... 

    Besides not all mods are broken most part pack mods still work and many mods already have been updated. 

  12. Hey all

    So I know RoverDude does things on for a reason, and RoverDude you make really good mods, which I have been following most likely from the beginning. Any how, the only problem I have with the Malemute rover is the lab, it says it's a lab but there is no lab in it... and for some reason my OCD decided that it bothered me... 

    So I have made a wonderful MM for this, for anyone else it bothers. (which could be just me...:confused:)

    Spoiler
    
    @PART[Malemute_RoverScienceLab]
    {
    	MODULE
    	{
    		name = ModuleScienceLab
    		containerModuleIndex = 0
    		dataStorage = 750
    		crewsRequired = 1
    		canResetConnectedModules = True
    		canResetNearbyModules = True
    		interactionRange = 5
    		SurfaceBonus = 0.1
    		ContextBonus = 0.25
    		homeworldMultiplier = 0.1
    		RESOURCE_PROCESS
    		{
    			name = ElectricCharge
    			amount = 10
    		}
    	}
    
    	MODULE
    	{
    		name = ModuleScienceConverter
    		dataProcessingMultiplier = 0.5 // Multiplier to data processing rate and therefore science rate
    		scientistBonus = 0.25	//Bonus per scientist star - need at least one! So 0.25x - 2.5x 
    		researchTime = 7	    //Larger = slower.  Exponential!
    		scienceMultiplier = 5	//How much science does data turn into?
    		scienceCap = 500	    //How much science can we store before having to transmit?		
    		powerRequirement = 5	//EC/Sec to research
    		ConverterName = Research
    		StartActionName = Start Research
    		StopActionName = Stop Research
    	}
    }

     

     

  13. 22 minutes ago, neoblackheart said:

    yeah I got that but you almost HAVE to put up so many satalites to get the whole planet its not even funny. If there was a mod that added something that the satalites do like say add 1 science a day or something of that it would be a bit better.

    That's not really true. You only really need one per planet, get it in the right incline... between 86-90 and your set. I normally set one for kerbin, then mun, then by the time you get one to minmus, kerbin is done. 

    anyways with the new com system that is in 1.2, you'll have a good reason to send the satellites up there. 

  14. 2 hours ago, ajud said:

    Hello everyone. I just wanted to know if there is any mod which is simmilar to KIS and KAS (Kerbal Inventory System and Kerbal Attachment System) or the 1.2 release date for these two mods, because I would really try to modify my ships while in orbit. And also why does Real Plume disable other engine smoke effects

    Both mods has released a pre-release. You can find them on the github. 

    KIS Releases on Github

    KAS releases on Github

  15. On 10/8/2016 at 7:08 AM, maculator said:

    I just wanted to give this one a go since it looks really awsome, I got the latest version from github, but it seems to logspam my KSP with the following whenever I select a part in the editor:/

    JArz8wg.png

    Is it "safe" to use anyways or is this something bad? It keeps spamming the log - when I type a letter and submit it to the log it is gone verry fast since those messages apear mltiple times per second.

    Cheers.

     

    Edit:

    Of course I'm also using the latest built of KSP 1.2 pre. Only other mod would be KER.

     

    19 hours ago, RoverDude said:

    Then that would be an MM issue it sounds like, which given we're in pre... no surprise there :)

    From what I can tell about this problem, it could be a mix between the two, but I think the problem is with USI core. By trial and error, I found the error is only there when we have the file: AddConsumers.cfg. which(as of course you know) adds the ModuleLogisticsConsumer to any ModuleCommand through the use of Module manager. Could there be something wrong with Logistics in 1.2?

  16. I end up using both. KER mostly for the info and info on the 'hud' without more windows. And mechjeb for the autopilot. Though now there is mods that take autopilot aspects and expend on them like Throttle Controlled Avionics for landing and flying on the planet. I'm sure there is anothers. I believe because it's it a single player game, I can play how I want, but it's more rewarding when I do things myself and don't use autopilot. 

     

    I still cheat with hyperedit... 

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