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Everything posted by Crzyrndm
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
The limits are hidden by default. The second toggle from the left at the top of the window makes them visible -
Determine a part type?
Crzyrndm replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
attached parts are part.parent and/or part.children if I remember correctly. Also, you don't really identify a part, you identify it's modules. Engines for example all have a module that is or extends from ModuleEngines (this includes just about every mod engine as well): [code]part.Modules.GetModules<ModuleEngines>().count > 0[/code] Doing it for the entire vessel just requires doing a recursive search of each parts parent and children if you care about the number of parts between the part with the module and the part you're checking, or iterating over vessel.parts if you dont -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
v1.12.3 [LIST] [*]Speed selection window now closes automatically if you click outside it [*]Speed selection window now includes a unit selection [/LIST] And no, the units are not kerbin/body relative :P -
If you're stuck with a keyboard, you have a few options: [list] [*]Use fine control, it has some smoothing built in [*] Trim, Trim, Trim (if you're not making sharp manoeuvres, you can fly the plane only on trim) [*]Use a mod ([URL="http://forum.kerbalspaceprogram.com/threads/92586-1-0-2-RKE-On-screen-Joystick-%28and-Fine-Keyboard-Controls%29-v1-2-1-May-11"]Screen Joystick[/URL] / [URL="http://forum.kerbalspaceprogram.com/threads/116888-1-0-x-The-Plugin-Workshop-Small-plugins-of-varied-function"]Analog Control[/URL], [URL="http://forum.kerbalspaceprogram.com/threads/116888-1-0-x-The-Plugin-Workshop-Small-plugins-of-varied-function"]Dynamic Deflection[/URL], [URL="http://forum.kerbalspaceprogram.com/threads/100073-1-0-5-Pilot-Assistant-Atmospheric-piloting-aids-1-12-2-%28Nov-18%29"]Pilot Assistant[/URL] /[URL="http://forum.kerbalspaceprogram.com/threads/135840-1-0-4-Kramax-Autopilot-Course-guidance-and-auto-land-for-spaceplanes-%28v0-2%29"] Kramax Autopilot[/URL], [URL="http://forum.kerbalspaceprogram.com/threads/138332-PLUGIN-AtmosphereAutopilot-1-0-%28Fly-By-Wire%29?p=2275420"]Atmosphere Autopilot[/URL]) [/list]
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
[quote name='DeputyLOL']Problem with new update[/QUOTE] Oops, that was not meant to be included... -
[1.3] The Plugin Workshop - Small plugins of varied function
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
[quote name='brusura']Too much gimbal makes craft wooble at high speed with sas on[/QUOTE] Most likely because jet thrust depends on speed which, while it looks the same when it is increasing, is a completely different problem (increasing thrust => increasing control authority). Increasing aerodynamic forces don't have an impact on the torque provided by the engine. -
That's something I've not seen before. I would check to see if other things from Assembly-C# are resolving (eg. see if it knows about the classes Part, Vessel, and/or FlightGlobals), but if that works and the attribute doesn't I really have no idea
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Crzyrndm replied to bac9's topic in KSP1 Mod Development
[quote name='Svm420']What version are you using?[/QUOTE] I'm guessing not [URL="https://github.com/Crzyrndm/B9-PWings-Fork/releases/download/2.1/B9.PWings.Unofficial.zip"]this one[/URL]. -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
[quote name='Van Disaster']Come to think of it, how far is a nautical mile on Kerbin...[/QUOTE] Heh, making that Kerbin relative sounds like a really great way to confuse people :P (for reference, by the original definition, one nautical mile is 174.53... metres on Kerbin if my math is correct (600000 * 2 * PI) / (360 * 60)) -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
[quote name='Vegetal']Ah, one thing I forgot to mention, when you set a new altitude while climbing or descending, PA seems to first zero VS to then apply the correct VS you set. Is that as intended?[/QUOTE] What's happening there is the setpoint is trying to shift smoothly between the current altitude (target? I'd have to check) and the new target. Since the smoothing is exponential (slow start), you tend to blow right past it if ascending/descending at any reasonable speed (and since I tend to only use the unsmoothed keyboard control I keep forgetting about it >.>) -
[1.3] The Plugin Workshop - Small plugins of varied function
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
[quote name='Ser']I've installed Analog Control v1.6.1.2. First I've tried to open the Alt-O window in flight when the control was active. I saw a black window. Deactivated it, pressed Alt-O and tried to configure dead zones. After closing the window the log was full of NullReference, crosshairs didn't show up and the vessel was uncontrollable. After that every time I try to load the flight scene I have the NullReference. Think it is connected with exising config.xml somehow because deleting the file allows to start from step 1 at least. So things seem to be greatly messed up. By the way, I had a hard time trying to close the window because the focus was on the text field and Alt-O didn't work. It has closed only after I resized it so it would be great to have a close button on GUI.[/QUOTE] I will need a log regarding this issue (a busted config.xml would also be helpful) as I have been unable to replicate any problems with changing the settings [quote name='brusura']Would it be possible to control also the gimbal range with Dynamic Deflection ? Those panther engines are hard to control ^^ [/QUOTE] While possible, I don't see why you would need this. The control authority you get from a gimballed engine doesn't depend on your current airspeed or altitude. On the other hand, I can see uses for varying gimbal by thrust percentage... -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
[quote name='DeputyLOL']I found the problem, PA's heading control cant go passed 0.[/QUOTE] Logs, Logs, Logs... EDIT Nvm, I found it. I don't use the actual Heading control mode very often :P [quote name='DeputyLOL']I have been meaning to ask, could there be someway of disabling PA keyboard control.[/QUOTE] Tab pauses all control systems [quote name='Vegetal']A few things I would like: Window positions to be saved when closed. They always open in their standard position, and I always put them on the corner to have better visibility.[/QUOTE] It's meant to be doing that, although it's been quite hit and miss for a while. Time to go and prod it with a sharp stick maybe... [quote name='Vegetal']Also, when on altitude hold mode, when you want to change altitude, it always does that at 50m/s vertical speed (I guess that's the number). That can be inconvenient, and real autopilots allow you to change vertical speed together with altitude hold.[/QUOTE] You can increase/decrease the vertical speed limiter by opening the limits for the altitude module and changing the "max speed" field EDIT Latest [URL="https://github.com/Crzyrndm/Pilot-Assistant/blob/master/GameData/Pilot%20Assistant/PilotAssistant.dll?raw=true"]Github[/URL] version should hopefully fix any save/load issues. If someone experiencing issues could confirm this for me... -
[1.3] The Plugin Workshop - Small plugins of varied function
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
[quote name='Ser']I've installed Analog Control v1.6.1.2. First I've tried to open the Alt-O window in flight when the control was active. I saw a black window. Deactivated it, pressed Alt-O and tried to configure dead zones. After closing the window the log was full of NullReference, crosshairs didn't show up and the vessel was uncontrollable. After that every time I try to load the flight scene I have the NullReference. Think it is connected with exising config.xml somehow because deleting the file allows to start from step 1 at least. So things seem to be greatly messed up. By the way, I had a hard time trying to close the window because the focus was on the text field and Alt-O didn't work. It has closed only after I resized it so it would be great to have a close button on GUI.[/QUOTE] Will get to investigating this shortly. [quote name='Kowgan']Does it decrease the SRBs' thrust according to the burnt fuel?[/QUOTE] That is exactly what it does. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Crzyrndm replied to bac9's topic in KSP1 Mod Development
If it happens again, upload the (complete) output.log and link it to a post. Without knowing where things broke down there's little chance of fixing the issue -
[quote name='lextacy']...I did write-protect that file... [code]Access to the path "/home/alex/Desktop/KSP-5/GameData/ModuleManager.Physics" is denied.[/code][/QUOTE] Seems very obvious what your issue is... If you want to ensure the physics config isn't modified, make sure there are no patches that target it. Simple enough (or if you want to be really sure, you could apply the whole physics .cfg as a patch in the FINAL pass)
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This could easily be one heck of a way to get started :P 1) Starting with the basics, getting setup for compilation of plugins for KSP is covered on the [URL="http://wiki.kerbalspaceprogram.com/wiki/Plugins"]wiki[/URL] (NOTE: Compiling against .NET 3.5 is [B]NOT[/B] outdated information). It also has some vector math that'll give you your direction vectors in the examples. 2) There are two types of plugins that would be suited to this, depending on whether you require control for all loaded vessels or only the active one. A single instance plugin (best used for controlling only the active vessel) Inherits from MonoBehaviour and is tagged with the KSP addon attribute like so: [code][KSPAddon(KSPAddon.Startup.Flight, false)] // KSP will create and call an instance every time you enter the flight scene public class ExampleClass : MonoBehaviour { }[/code] For multi vessel control, it's best to use a class inheriting [URL="http://forum.kerbalspaceprogram.com/threads/126229-Vessel-Modules-Discussion"]VesselModule[/URL]. Behaviour is near identical, but you get an instance per vessel instead of an instance per scene. 3) To control just one axis, you need to write your own control system that takes in an angle in some form (rad/deg/dot) and outputs a float between 1 and -1 that represents how much yaw authority will be used. Stock SAS controls all three axes as one and deactivates if it receives any user input (May or may not apply to the rover driving / translation bindings) so probably isn't suitable for the task. 4) GUI's are typically created using Unity's [URL="http://docs.unity3d.com/ScriptReference/GUI.Button.html"]GUI[/URL] or [URL="http://docs.unity3d.com/ScriptReference/GUILayout.Button.html"]GUILayout[/URL] classes. I don't know any scripter who likes GUI work, so uh, good luck... I should note here that if you just want the functionality, Pilot Assistant's SSAS system should do the job (and if not it should be easy enough for me to make it work)
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Version 1.12.2 * Fix for first launch contract never completing * Fix for EVAing doing odd things to the controllable vessel list [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Oh, and the EAS/IAS modes for the speed control -
Mouseless Keyboardless MechJeb, or Directly Control Ship
Crzyrndm replied to Keith Young's topic in KSP1 Mod Development
You either need an instance of otherclass to call the method on, or both otherclass and its methods need to be static. To get an instance of otherclass, you either need to create it or find it somehow. Creating an instance is very easy: [code]// instance of otherclass public void Start() { oc = new OtherClass(); // calls the constructor for OtherClass } // Update() as per above[/code] If you want to go the static method, you don't use your instance variable, oc, at all [code]public static class OtherClass { public static void JustWork...(); } // In Update OtherClass.JustWork...() <= Note using the class name, not an instance variable. [/code] This stuff is some fairly basic C#. You would be better served running yourself through a general C# tutorial at the moment I think -
Mouseless Keyboardless MechJeb, or Directly Control Ship
Crzyrndm replied to Keith Young's topic in KSP1 Mod Development
Without taking a proper look, I would just about guarantee SetFlightCtrlState is what controls the ship (One I can guarantee completely is the control [URL="https://github.com/Crzyrndm/Pilot-Assistant/blob/master/PilotAssistant/FlightModules/PilotAssistant.cs#L711"]function[/URL] from Pilot Assistant. [URL="https://github.com/Crzyrndm/Pilot-Assistant/blob/master/PilotAssistant/FlightModules/PilotAssistant.cs#L745-L746"]Yaw/Roll[/URL], [URL="https://github.com/Crzyrndm/Pilot-Assistant/blob/master/PilotAssistant/FlightModules/PilotAssistant.cs#L764"]Pitch[/URL], [URL="https://github.com/Crzyrndm/Pilot-Assistant/blob/master/PilotAssistant/FlightModules/PilotAssistant.cs#L780"]Throttle[/URL]). All that's done for the actual turning is feeding the FlightCtrlState the percent (0 -> +/-1) deflection on each axis. KSP handles updating each of the relevant parts (RCS, control surfaces, gimbals, reaction wheels) EDIT A simpler [URL="https://github.com/Crzyrndm/Analog-Control/blob/master/Analog%20Control/AnalogControl.cs#L299"]example[/URL] (NOTE: since FlightCtrlState is a class (passed by reference) I really don't need to be returning the output here...) -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Crzyrndm replied to ferram4's topic in KSP1 Mod Releases
@ferram4 Adding an IAS/EAS speed control to Pilot Assistant, I was benchmarking the output speeds against those given by FAR. Got it mostly working, but there's still a small discrepancy between the two values. My current assumption is that this is because FAR uses a [URL="https://github.com/ferram4/Ferram-Aerospace-Research/blob/master/FerramAerospaceResearch/FARGUI/FARFlightGUI/AirspeedSettingsGUI.cs#L163"]generic atmospheric density[/URL] rather than the one specific to the vessel (vessel.atmDensity. Different temperatures at different locations now the thermal system is in place). You're the expert here though so is that going to be the case?- 14,073 replies
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Found the problem, one of Squad's vessel functions (vessel.CheckLanded()) was preventing w/e event was supposed to trigger from firing. Grab the .dll from github (link just above) if that fix is important, otherwise just you can just hit tab to prevent any problems when the first vessel is launched -
Filter sorting in the craft editor (decluttering)
Crzyrndm replied to nikokespprfan's topic in KSP1 Mods Discussions
Maybe. It should just require blocking some of the UI actions as the system is already setup to be stackable (as the right click thing should have made obvious) -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
I was just about to go and hunt that one down, thanks to you identifying that it works when paused this should be a very short hunt