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Everything posted by Kurld
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PEGAS - Powered Explicit Guidance Ascent System - devlog
Kurld replied to Reddy's topic in KSP1 Mod Releases
Thanks, lots of material to digest there. -
PEGAS - Powered Explicit Guidance Ascent System - devlog
Kurld replied to Reddy's topic in KSP1 Mod Releases
OK so I started messing around with a kOSDelegate function to try and keep a constant acceleration. I tried adding the function declaration and an event to call it in the SEQUENCE part of the boot file for the craft, but this just gives me a message about a dead delegate. I think I understand why (it's out of scope after the craft is loaded during boot) but... where do I put the function declaration and the instruction to add it into the sequence? -
PEGAS - Powered Explicit Guidance Ascent System - devlog
Kurld replied to Reddy's topic in KSP1 Mod Releases
Well I messed around with setting up a pitch program this morning. Maybe I don't really understand "gravity turn" but in no case have I been able to hand things over to active guidance and not have it pitch up to nearly vertical and reset throttle to 100%. This results in the apo being 600 to 700km on a planned 115 km flight path (remember I am in vanilla KSP.) At the handoff I am somewhere around 60km altitude and nearly horizontal with a predicted APO of about 90km I can't recall what my velocity was but I'm guessing the algorithm must feel it is much too low to continue on to the planned orbit. I also made PEGAS crash. If it gets to the end of the pitch program before handing over, it blows up with another index out of bounds error. I'll try to make a more full report on github after work. -
PEGAS - Powered Explicit Guidance Ascent System - devlog
Kurld replied to Reddy's topic in KSP1 Mod Releases
Thanks for the quick reply. I will look into pitch program next/instead. For vanilla, what is "high enough in the atmosphere"? How far towards the horizon should I be tilted? The docs mention 45km-ish but I suspect that is for the real world atmosphere. I suspect the example boot files are for real-world performance and I have no idea how they would really translate into vanilla KSP values. -
PEGAS - Powered Explicit Guidance Ascent System - devlog
Kurld replied to Reddy's topic in KSP1 Mod Releases
OK, so the latest version of the pegas_misc file solves that issues. I have it working now. Sorry for all the noise. Getting a proper gravity turn working is a lot of trial and error, and I still haven't figured it out, really. I can set the throttle at increments of time, but again this is a LOT of trial and error. I noticed in the reference that you can set up some kind of delegate function as a sequenced event. Today is "day one" for me working around in kOS. I'm wondering if it is possible to call a delegate and have it manipulate the throttle so that time to apoapsis remains e.g. 45 seconds in the future, or else maintain some relatively constant acceleration BEFORE the active guidance takes over? This will be really really cool if I can figure out how to make it work. -
PEGAS - Powered Explicit Guidance Ascent System - devlog
Kurld replied to Reddy's topic in KSP1 Mod Releases
I resolved this by adding the kOSProcessor module to the cfg for the command part. Now I'm getting ALMOST the same error @asdasdgf was getting, except mine happens at line 406 How to resolve that? Based on what was said, I tried adding some extra events to the sequence to make it > 4 but it didn't help. -
PEGAS - Powered Explicit Guidance Ascent System - devlog
Kurld replied to Reddy's topic in KSP1 Mod Releases
When I try to run PEGAS I get: CONTROLFROM command found a generic part value, blah blah I have a command pod (RC-001S RemoteGuidanceUnit) on the ship I'm trying to launch. Don't really know what to do now. -
I see screenshots with things like, e.g., a much nicer looking Z truss, with maybe another part for the SGANT antenna and a P6 truss with multiple radiators. Am I missing something for these to show up in my VAB? Or are these parts from other mods? Thanks! p.s. I haven't played this game in ages and I feel like a kid walking into a candy store after finding money on the sidewalk.
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Edit: is there some reason the part(s) are marked physicalSignificance = NONE in their configs? When I clear that the part can be rotated. When I try to attach the Zvezda high gain antenna to a servo so I can rotate it . . . it works in the VAB but not in flight. I checked some of the other Tantares antennas and they don't rotate either. I can see the servo body turning but the part is locked in place. I checked some other stock antennas and they rotate just fine in flight. I'm really digging the mod. Great work!
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@benjee10 I've been away from KSP for a long time. I guess you're not a new kid on the block now, lol, but your work is all new to me. Your stuff looks amazing! I was just looking at SOCK. Are the tanks/engines for the Space Shuttle in ACK as well, or should I use the parts from this one for KSP 1.12.4?
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OK, I understand about TMPro. As far as parts go, the modules all look correct in the config for the thrust structure. I'm gonna guess the name of the thrust transform compiled in the .mu is different from what I'm trying to name it in the config. I pulled that stunt many a time. I'm still a little surprised that any of this stuff works though, especially that plugin dll that was built with .Net 3.5 What exactly are folks updating when they need to update mods for version X? I vaguely remember maybe having to recompile the PEBKAC LES stuff a few times but. . .
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I found that the retro-rockets for the Saturn V thrust structure part don't seem to recognize the thrust transform. They fire and look correct, but no force is applied (tested at launchpad w 0 gravity). Anyway, I don't know for sure if they ever worked, since it was so long ago. I updated the title of the thread so hopefully somebody will point me at the TM pro stuff to be able to get back into this project a little bit.
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I got some vacation from work and decided to drop in and see how things looked with KSP 2 on the horizon. I have some old parts (the PEBKAC Saturn V parts) I thought I'd like to mess around with and see if I can get them updated for 1.12.4. Well first I decided just to copy them into GameData and see what happens. I was a little surprised to see them show up in the VAB and even the (really simple) plugin dll that I wrote for the tailfin decals worked correctly. I thought I'd have to recompile this dll against dot net 4.x at least... So, given that it works (or seems to) . . . I don't plan to do anything with it. I'm curious, though. . . what kinds of things would REQUIRE a person to rebuild everything again with the new Part Tools? I'm glad to see the game is still going strong and excited about KSP 2. Best wishes to everybody for a happy holiday season! I guess my other question is, where would I get the TextMesh Pro 1.0.56? That link on the part tools page doesn't go anywhere...
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[1.12.x] PEBKAC Industries: Launch Escape System
Kurld replied to linuxgurugamer's topic in KSP1 Mod Releases
I thought of this game and mod today for the first time in a long while. Thank you @linuxgurugamer for continuing to look after the mod. I am surprised once again to learn that anybody else in the community thinks protecting these little Kerbals is all that important. I'm sorry that it fails sometimes. Looking back over this thread, the only thing I can contribute is that the "command pod bits poking through the fairing" is behavior I saw in development at times. I can't remember if I addressed it then, or left it alone. I think it kind of looks more like the actual Apollo Lower BPC, with the window, etc, sticking through. It shouldn't make any difference to performance (or at least it didn't used to) and you can offset the part "up" a bit if it bothers you. Or just use the part variant that doesn't have the lower BPC. Thanks again @linuxgurugamer for taking this one over. I still have very little time to play this game, unfortunately -
[RETIRED] PEBKAC Industries: Launch Escape System
Kurld replied to Kurld's topic in KSP1 Mod Releases
Moderators, please lock this thread. Thank you!- 118 replies
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[RETIRED] PEBKAC Industries: Launch Escape System
Kurld replied to Kurld's topic in KSP1 Mod Releases
@linuxgurugamer has kindly agreed to take this over. Any applicable license to this mod is hereby transferred to him, exclusively.- 118 replies
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[RETIRED] PEBKAC Industries: Launch Escape System
Kurld replied to Kurld's topic in KSP1 Mod Releases
Thanks for the report. Yeah, it's designed for the pods to have a docking port stacked on top of them. That's a good idea about a second node. Never occurred to me to add one since I always put a docking port on top. That said, I am not planning on making any further modifications to this mod. I barely ever play KSP and only check these forums anymore out of habit. If somebody wants to take over this mod, please PM me and I will get you the relevant source materials (all the code is on Github.. maybe the .blend files and unity project as well... I can't remember).- 118 replies
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[RETIRED] PEBKAC Industries: Launch Escape System
Kurld replied to Kurld's topic in KSP1 Mod Releases
Yeah, I noticed the same thing. I have had "plans" for a long time to try and make a better looking BPC for this mod. Even before the new pod, I usually just used the version without the BPC since it is less distracting to me. The two parts function identically.- 118 replies
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1.4 - Add Additional Part Variants?
Kurld replied to nickrulercreator's topic in KSP1 Modelling and Texturing Discussion
Yeah I was hoping to be able to simply change the visual mesh and then maybe as a bonus figure out a way to make the part gimbal or not.. I could do it with a plugin but I don't have that much time lately. -
1.4 - Add Additional Part Variants?
Kurld replied to nickrulercreator's topic in KSP1 Modelling and Texturing Discussion
OK, so one of the things I'd like to figure out how to do is make a variant of the Rocketdyne F-1 from my Saturn V parts pack so that I can have gimballing and non-gimballing versions without having to load up two separate part configs. The structures my model for the gimbal pistons/static struts are separate objects. I just show/hide the appropriate ones when exporting the two versions from Unity. So it sounds like it may be possible to do using the new methods? Is there an example somewhere? -
1.4 - Add Additional Part Variants?
Kurld replied to nickrulercreator's topic in KSP1 Modelling and Texturing Discussion
Does this approach work the same way for models as it does textures?