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Crzyrndm

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Everything posted by Crzyrndm

  1. The whole thing, put it on dropbox or similar (don't paste it here). The ModuleManager.cache file if you have MM would also be helpful
  2. Sounds like something got missed in the stock config, I'll have a poke around. EDIT Seems to be working fine, you should upload log files
  3. Aeris 3A needs 1.8m of vertical clearance to prevent collisions... For anyone interested in multi vessel control, there is a test build available on gihub (linky). Be warned, I can just about guarantee I haven't ironed out all the issues yet EDIT Now I really kinda want to build a rocket to throw 5-10 of these things into the air, just for S&G's EDIT now with a vessel UI selector so you can control all active systems (you need to switch to a vessel atleast once to "attach" the control system)
  4. That will not happen. Ever. I want to keep the player interacting with the craft to some extent, not have a "1 button to space" mode Probably easier than my current method...
  5. Backwards how? If its saying an overhead vessel is at 180 degrees, switch one of the vector subtractions around (ie. reverse the direction)
  6. On this topic, someone care to enlighten me how you get multiple vessels in the air? It's somewhat difficult to test this stuff when you have to keep the grounded craft within 350m of each other EDIT Success! NOTE: Each of those vessels has their own targets and UI. I'll need to add something to switch which UI is visible...
  7. KSP has a method for getting world position from lat/long, that would drop one variable out. v.mainBody.GetWorldSurfacePosition(lat,long,alt); Other than that, I'm out of ideas for now
  8. Vector3.Angle is 0-180 degrees (with 0 being up in theory), but if all you need is a 45 degree cone pointing up from the ground station it should work just fine. Is it returning the same angle for a vessel overhead as one behind the planet (that would be odd...)?
  9. That's because all orientation controls (gimbal, reaction wheels, RCS) run on the same control input value. Separating that out would be quite difficult...
  10. Vector3 groundUpVec = (groundPoint - vessel.mainBody.position); // ground normal at ground station Vector3 groundToVesselVec = (groundPoint - vessel.rootPart.transform.position); // direction of vessel from ground station float angle = Vector3.Angle(groundUpVec, groundToVesselVec); // angle between ground normal and vessel direction If it says ~180, switch the order of subtraction on one of the vectors around
  11. Plugin or Filter Extensions (which is a plugin, but it lets you do everything from .cfg's)
  12. KSPField definitely supports int type variables. ModuleCargoBay for example has deployModuleIndex as an int and I'm sure other stock modules would turn up if I searched.
  13. Standard MM patch, you do need to change the part name though and I don't know if it'll help or if it'll cause even more issues. It would be better to have the authors sort it out properly
  14. It's coming (slowly). It's going to be a big change and a lot of work though, so I need to make sure every current feature is working as I want it to before throwing it to the sharks
  15. Needs will fire on .dlls, folders, and if any patch includes a :FOR[blah]. Make sure you aren't using :FOR[RemoteTech] anywhere
  16. FAR doesn't use drag cubes, that's a stock aero concern. If it isn't voxelising properly, ferram and/or the OPT author may need to make some changes (Bac9's PWings doesn't use enough colliders so FAR has to use the visual appearance with this option. I don't know if that's what's required here, but it may help)
  17. Have the same resource in identical quantities on input and output of ModuleResourceConverter. Nothing of resource X gets consumed, but its presence is required to run.
  18. Version 1.10.1 SSAS roll control refined so it doesn't perform unnecessary spins and is more stable over a wider range of orientations All SSAS control calculations shifted to double format for increased precision (previously the error resolution was limited to ~0.02 degrees resulting in some unnecessary noise) Integration of stock SAS modes into SSAS function (eg. prograde, normal, target). When using these modes, only bank angle can be specified through the UI. Improved default SSAS tuning to reduce wobble EDIT Version 1.10.1.1 Fix for planes trying to fly upside down
  19. 1) FAR completely removes all stock aero effects, so you can safetly ignore that. Temperatures may have an effect, but it should be relatively minor 2) The original yaw issue was probably due to this issue with B9 and the FAR release version where the port facing wings would be seen as notably larger than starboard facing ones. It is fixed for anyone using the FAR dev build PS Little forum tip: Link posts rather than pages. Which page a post is on depends on how many posts per page you have the forum set to show so your link doesn't actually take me the same place it takes you
  20. Do you have tweakable everything installed? I think that was (one of) the mod(s) causing FAR to have that issue, could be wrong/probably more. Could you put your MM Cache file somewhere, I should be able to narrow down potential suspects by which extra modules the control surface has
  21. Subcategories going into Filter by Function will by default show up in the normal tabs.
  22. Just GameData as usual. The rest of it is code and stuff you don't need
  23. Orbital period should be one of the default readouts in the orbital panel for KER. If it's not there, click the edit button on the orbit panel and select orbital from the preset dropdown, it has period as the second readout from the bottom. Contract packs require Contract Configurator and can have prerequisite conditions (such as achieving orbit for the first time or having a certain level of prestige)
  24. Dev version. 15.2 release still has the bad mirroring behaviour
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