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Everything posted by Crzyrndm
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You probably want to duplicate most of the bulkhead category definition and add a template like FILTER { CHECK { type = resource value = notAResource contains = false } } That should filter out anything that doesn't have any resources in it (if not, Ill just have to think of something else ). NOTE: You don't need to touch any subcategories if that works, just copy the category, add the filter node to it and change the name.
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[1.3] The Plugin Workshop - Small plugins of varied function
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Thanks for the information. I'll get onto squashing this right away. RE: SymFlameout Probably doesn't make a difference in stock anymore, but I should fix that anyway. My development schedule for the weekend is filling up fast... -
I was messing round with this for PWings, IIRC the offsets returned from GetModuleSize were not accounting for part occlusion in any way. That meant any non-zero modifier returned was added/subtracted from the vessel size even if that part had no effect on the vessel boundaries. I ended up just leaving it as Vector3.zero because of this issue (I really didn't want to have to make a bunch of raycasts to work out what lengths weren't occluded...). This was pre-1.0 and I wasn't particularly thorough so take that with a grain of salt
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Documentation Simple wait while null function public System.Collections.IEnumerator waitWhileNull() { while(image == null) yield return null; // null == wait till the next Update cycle, new WaitForFixedUpdate() == wait till next FixedUpdate cycle, break == exit this coroutine instance here, new WaitForSeconds(1) == Wait till one second has passed // do something } KSP usage (two stages of waiting for a certain value, and three stages where it's just waiting a set number of frames) Coroutines let you execute a single function with all its local variables through multiple timesteps
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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
Do you have a .craft which this occurs on? If you could post that in the relevant thread that would be great... -
Nope, currently that's a global setting that can't be changed for subcategories
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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
Sounds in some ways like you want a complete ascent autopilot. That's not going to happen Altitude control is in line to receive a dynamic VSpeed limiter, possibly alongside some new features for the other VSpeed aspects Speed control has already had some backend work done aiming at supporting IAS/Mach as well as TAS. I know the climb response is not necessarily the correct one, but it's unlikely the approach will change at this stage. The changes mentioned above to the VSpeed systems may or may not have an impact on this For now atleast, thermal measures are out of scope. @WildLynx pastebin for text files (logs, MM cache, .craft file), I don't know about the rest. I've already fixed the cannot edit heading targets problem -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Crzyrndm replied to bac9's topic in KSP1 Mod Development
It should function well in stock aero as well as FAR. If I could get you to do a few things: 1) Go into the GameData/B9_Aerospace directory and delete Patch.cfg and see if that fixes things. It shouldn't be having any effect but it doesn't hurt to try 2) Upload your output_log.txt (see here for how to find it) to dropbox or similar. If you have Module Manager, the file "ModuleManager.ConfigCache" from <KSP Directory>/GameData would also be helpful -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Oh, you want a button. Sounds reasonable, will add. I want as much information on this one as you can possibly get. Logs, Module manager cache, craft files, a step by step case, pictures, video, the works. I want to know how and why this is happening because there is just no way it should exist and any such occurrence would have devastating results. A craft file would be very useful for this one too. And a more explicit definition of "something horrible" if you could . Some instability occurring as the setpoint changes is expected but it should be just a small bump not something that would endanger the craft -
Just the icon name. So long as it's a unique name and not inside a special folder like PluginData, it should be found without issue (just don't use DDS format and don't use a generic file name like "icon")
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The stock resources category covers the different fuel tanks (with some modifications to the subcategories)
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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
1) fixed 2) fixed 3) zero bank button? 4) The standard Hdg control mode makes regular adjustments to the heading it is following to make sure you are pointing in the same direction as you travel around a planet. The value lock doesn't make these corrections and so you end up on a curved path unless travelling north/south or directly along the equator. To give an example, if you engaged the direction control lock at a 90 degree heading a few degrees from the south pole, your path would take you up close to the north pole at approximately the opposite point on the planet from where you started and then back to the starting point. By contrast, the value lock would have you constantly circling around the south pole 1) Can you elaborate please? I cannot cause anything crazy to happen just by switching modes 2) The radar altitude control does scan ahead, but it's not exactly perfect. Heavy/ponderous craft will require more clearance than an agile one 3) Pitch rate +4000? Need more information, I can't cause anything out of the ordinary to happen just by disengaging control. There is the fading pitch trim so I guess something could happen if it was in the middle of a hard pitch up/down maneuver? That's it trying to smoothly adjust and having the acceleration exceed what it's commanding the craft to do (ie. it sets the speed where you engaged it and then you keep accelerating right past it). I'll give it a poke and see if I can make it a bit better -
Any location that KSP loads automatically is valid. The only restriction is the sizing (between 25 and 40 px)
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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
The plugin has no dependencies at all. Colourisation/Texturing is all handled internally and Module Manager is not required for stock (you need it anyway for FAR). Crossfeed Enabler is bundled/recommended, but again is not an actual requirement (you will need fuel lines for rocket engines if you don't have it though) MFE/RF are supported, and the inbuilt fuel switching will be disabled if they are present -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Crzyrndm replied to ferram4's topic in KSP1 Mod Releases
That indicates the intake module getting added twice to the part (someone messed up a MM patch). Since FAR doesn't add any stock modules to parts it isn't coming from FAR...- 14,073 replies
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[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 * Supports stock intake part + airbreathing engine part setups, AJE intake part + airbreathing engine part setups, and combined intake + engine part setups Is there a particular reason these are done explicitly by hardcoded module type? I can understand AJE having a special case since it doesn't use IntakeAir, but this doesn't cover any modules deriving from the stock ones. Wouldn't it be more robust to get all modules that are or derive from the base class (ModuleEngines, ModuleResourceIntake). The difference I see is that contains should be faster, but this is all setup stuff that only gets run once so the impact is minor. [COLOR=#008000]// Get the first engine module using intake air as a resource[/COLOR] PartModule module = part.Modules.OfType<ModuleEngines>().FirstOrDefault(e => e.propellants.Exists(p => p.name == "IntakeAir"));[COLOR=#008000] // broken into proper loops when not tab restricted...[/COLOR] [COLOR=#008000]// NOTE: I cast it all the way back to PartModule to be sure the moduleName field was correct, but ModuleEngines would probably work too...[/COLOR] if (module != null)[COLOR=#008000] // Found an air breather[/COLOR] { engineType = module.moduleName // engine ducting setup }- 14,073 replies
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Get Unity For KSP?
Crzyrndm replied to ZentroCatson's topic in KSP1 C# Plugin Development Help and Support
Got to the download archive, click on the 4.x tab under the paragraph of writing, download 4.6.4 (you can see KSP's unity version in the output_log.txt file) 4.2.2 -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
If you're not already using it, Dynamic Deflection already covers making adjustments based on speed and altitude (and applies to all control systems, so it helps with SAS as well. Note to self: I should add a mach modifier as well). For the most part, that will leave you only needing to tune a vessel once. I have no intention of writing an auto tuner for the control systems in Pilot Assistant. It's quite a bit more complex than you make it out to be: I can't take the same approach typically used by the auto-tuners you point out (they make a change to the setpoint and then watch how the process reacts to get the required variables) Even if I could use that approach, the result is outdated as soon as the vessel changes in any way so it would have to be used continuously. Commercial processes operate at a steady state Pilot Assistant is unique in KSP in that it uses cascaded PID controllers to maximise control smoothness and accuracy. This means the tuning code has to start almost completely from scratch, no borrowing MJ's approach On top of that, capable manual tuning for most craft is a minute or so to set up (with a little experience. I realise a newer user may take a little longer/need some advice), and can be done in flight. There's not many craft that will completely fail to take off with the defaults (or atleast not many that I've flown). -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Crzyrndm replied to bac9's topic in KSP1 Mod Development
That file needs to be removed, it's a leftover from my unofficial fixes that's now covered by the part cfgs -
If you're referring to ones like the subcategories added by realchutes, IR, KAS/KIS, Hangar, etc., You can't find them because they are hard coded additions by those mod makers. FE can't actually do anything to them
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That sounds very fishy, and shouldn't have anything to do with the check type used. IIRC, the parts you say are missing are the ones set as "category = none" which shouldn't be an issue but I'll have to give it a sharp poke... Update: This will be fixed for 2.3.1 If you have a template added to the category, there is currently no way to exclude a subcategory from receiving that template. I'll make a note to add that option - - - Updated - - - Version 2.3.1 Fixed: Parts with "category = none" receiving incomplete filtering data
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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
You wouldn't happen to be using the allmoving wing section by any chance? Only the fixed wing is capable of holding fuel and seems to be working with RF 10.4.5 -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Crzyrndm replied to bac9's topic in KSP1 Mod Development
It sounds like it isn't detecting the RF installation. Time to poke it with a sharp stick... -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Did not know that. Will try and remember for future versions -
[1.3] The Plugin Workshop - Small plugins of varied function
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Analog Control v1.6.1 Fixed: Pause not actually pausing Fixed: missing key check with lock key bind Fixed: Pitch invert setting was inverted Fixed: Centre indicator not being resized correctly until the window was opened Improvement: Click to pause is now rebindable