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Everything posted by Crzyrndm
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[1.3] The Plugin Workshop - Small plugins of varied function
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Thermal Monitor v1.1.1 Fixed (probably) bug causing engines to not always account for heat generation Increased heating rate decimal places from 2 to 3 -
Hack Gravity Mechanics?
Crzyrndm replied to NASAHireMe's topic in KSP1 Gameplay Questions and Tutorials
Hack gravity sets the gravitational force to 1/100th of normal (TWR 1 becomes TWR 100) -
There's two ways not to get that effect...
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At GameData\000_FilterExtensions, there is a file named Settings.cfg. Change the line "hideUnpurchased" to "True"
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Simple, useful suggestion, ofcourse I'd take 5 minutes to add it Not really. Memory impact was negligible to the point of insignificant in my testing for memory leaks (I had more variation of startup usage than that added by the icons) and the time to load the icons is just about nothing, and I can almost guarantee the issue is down to stock DDS Loading setting the textures to be unreadable which I can't get around without something like DDS Loader (Squad plz fix...)
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v2.2.2 [Plugin] Added new options "hideUnpurchased", "setAdvanced", and "debug". Names should be fairly self explanatory [Plugin] Fixed a typo causing the settings file to not load correctly Kerbas_ad_astra: [Configs] Replacement of stock "Filter by Cross-section" category supporting many profiles from other mods
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Mods for alternative temperature gauge?
Crzyrndm replied to guitarxe's topic in KSP1 Mods Discussions
Thermal Monitor adds temperature and heating rate to right click menu Heat Warning gives you alarms when parts start reaching high temperatures Critical Temperature Gauge displays the temperature of the part closest to exploding graphically -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Crzyrndm replied to bac9's topic in KSP1 Mod Development
Latest dev version of FAR on Github has resolved the issue. Anyone using the latest FAR builds no longer needs to be using the hack that I linked a few posts up to make this work with the release version. To be perfectly clear: Using FAR 15.2 "Ferri" Release Install Bac9's files from the OP Download the hack to make it work Using FAR 15.dev or Stock Install Bac9's files from the OP EDIT Updated for v0.40 release -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
I don't understand the problem you are having? Presets record every current setting visible to the player, so if that's not happening it sounds like a bug. -
looking for an improved SAS function mod
Crzyrndm replied to Skalou's topic in KSP1 Mods Discussions
Mechjeb uses rotational acceleration to generate autotuning constants for it's PID controller (unmodified for the derivative constant, integrated once for proportional constant, integrated twice for the integral constant) with some additional constants to fine tune behaviour. It also modifies the error values based on the current rotational inertia instead of feeding the offset directly to the tuning loop among a few other little tricks. // With some rearranging and substitution, MJ's autotuning looks like this. The only non-constant factor is Tf // Tf is MOI/Torque, ie. 1/acceleration double kpFactor = 1, kiFactor = 1, kdFactor = 1; pid.Kp = kpFactor / (8.5 * Tf ^ 2); pid.Ki = kiFactor / (72 * Tf ^ 3); pid.Kd = kdFactor / (2 * Tf); Pilot Assistant is raw tuning, there is no automated adjustment happening behind the scenes, which is why I highly recommend using Dynamic Deflection. The default tuning for Dynamic Deflection is probably closest to some form of linear inverse (1/x) but really, it's just interpolating between values that seemed to work. Also, that graph is wrong. Increasing Kd should make the initial slope shallower, not steeper (the time to zero error increases with increasing Kd) -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Crzyrndm replied to ferram4's topic in KSP1 Mod Releases
It's not a bug. FAR doesn't use it, so all remnants of the stock system need to be removed to prevent odd bugs (like the CoL arrow returning). All parameters FAR uses are based on shape, so a control surface that looks larger will give you more control (given the same position relative to CoM of course).- 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
By SAS units, I assume you mean reaction wheels? It will use any and all available sources of torque. Each craft has an optimum level of torque past which things can get out of control. Retuning the SAS parameters will change what levels of torque work best, but that can take a little know how You need to leave the flight scene atleast once for it to create the settings file -
KSP Interstellar Extended Continued Development Thread
Crzyrndm replied to FreeThinker's topic in KSP1 Mod Development
Thanks for doing that, I much prefer not having older versions continuing to be distributed (and I will agree that when I start working on things updates can come pretty quick, so there is that...) -
KSP Interstellar Extended Continued Development Thread
Crzyrndm replied to FreeThinker's topic in KSP1 Mod Development
1) If you're having issues with FE, I'd love to hear about them directly instead of stumbling over them while browsing. 2) Make sure it's the current version. Last I heard, Free Thinker was still bundling an out dated version (2.1.something IIRC, current is 2.2.1) 3) Information about the issue. Logs, which parts are missing, etc. The more information you throw at me, the more likely I can get it fixed 4) If you only want the categories Free Thinker has created, the latest version is separated into two folders. If the Configs folder is not installed, only Free Thinkers things will be included @Free Thinker On the topic of FE, using v2.2.1 you should be able to drop the indexing when adding subcategories to categories. Non-indexed subcategories will be appended to the end in the order they are found but have no chance of clashing with any other additions. As such I'd recommend them for mods wanting to add a couple of subcats to a category. eg. @CATEGORY[Filter?by?Function] { @SUBCATEGORIES { // add some new entries list = subCatToAdd1 list = subCatToAdd2 list = ... } } No idea if that applies to you or not -
You cannot do it from a part unless I add support for PartModule based filtering. This is because parts don't store the string "category = blah", Squad instead converts it to an an enumeration (basically an integer ID) and anything other than their predefined categories looks like "category = none". PartModule filtering sounds like a great idea but will take a bit of work to implement (and this is the very first time I've thought of it so...) On the other hand, the whole idea of the mod is creating completely customisable categories based on standard part parameters. Earlier you were talking about splitting Utility into multiple categories, and there is no reason you can't do that without any changes to parts. The Utility category is defined by this cfg entry here, there's no reason that can't be extended. eg SUBCATEGORY { name = Utility - Surface Attach icon = stockIcon_utility FILTER { CHECK { type = category value = Utility } CHECK { type = profile value = srf } } } SUBCATEGORY { name = Utility - Stack Attach icon = stockIcon_utility FILTER { CHECK { type = category value = Utility } CHECK { type = profile value = srf invert = true } } } Add the two new Utility subcategories here (using unique numbers...) and you've split Utility into two categories, those parts that can be stack attached, and those parts that can be surface attached (NOTE: there's going to be some crossover with parts that are both surface and stack attachable)
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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 1.10.0 Complete SSAS control rewrite. Significantly improved behaviour Tweaks to the drag resizing of the Pilot Assistant window Added heading # lock to Pilot Assistant modes SSAS now behaves on par with any other attitude control system in any direction (dependent on tuning of course), no more hacks, no more weirdness, it just works as it should. That's one overhaul that was long overdue. NOTE: It's currently back to locking to a heading value instead of a direction, so watch out when traversing polar regions. This is not a permanent change NOTE2: You may want to clear SSAS defaults. The scale of the numbers is similar, but it is a completely new system (not that the new defaults are perfect ) -
That code won't actually work, you need to close any layout groups (ie. you're missing a GUILayout.EndHorizontal()). There's a simpler way to do it aswell: private void OnWindow(int windowId) { GUILayout.label(vessel.mach.ToString(), GUILayout.Width(100f)); } EDIT Formatting would probably be useful as well private void OnWindow(int windowId) { GUILayout.label(vessel.mach.ToString("0.000"), GUILayout.Width(100f)); // prints a number rounded to 3dp in a label 100 units wide }
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SAS that actually holds a direction?
Crzyrndm replied to The Lone Wolfling's topic in KSP1 Mods Discussions
Your options are Mechjeb and Pilot Assistant in this area I'm afraid. There may come a future point when I break SSAS out into it's own mod when I feel it works well enough to do so, but at the current time it will remain bundled because it allows me to make use of common back end systems for all three functions (most importantly, the presets) Pilot Assistant SSAS is completely separated from the more automated functionality, and requires manual tuning unlike MJ (and will see a significant upgrade probably before the end of the weekend). You can also try using PA to tune the stock SAS, sometimes it will stay in one place with a bit of fiddling (it slides when the wobble gets too abrubt and/or sometimes if the output reaches ~70% on any axis). -
pacbeard Try pilot assistant, its SAS tuner supports both SAS types (depending on current SAS mode to show tuning) and supports presets (and some tuning parameters suggested)
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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
Never had an issue with it myself, maybe it's something limited to parts (that wouldn't surprise me...) -
Helmut Blast. Oversight on my part, will get that fixed Duriken Should be easy enough. I'll have a look
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[1.3] The Plugin Workshop - Small plugins of varied function
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Down the bottom of the window there is two buttons, one to revert to the defaults, one to save them as the defaults. RE: The idea/fix No, it ran into more problems than I anticipated and doesn't seem to be worth bothering with -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Depending on exactly what you mean by "how quickly it will change heading": NOTE: Make sure "Show Limits" is checked along the top of the window for anything other than Kp/Ki/Kd/Scalar adjustments Heading Controller Increase easing to increase the speed at which it acknowledges changes in setpoint (low numbers are smoother, high numbers are more abrupt. May or may not apply to keyboard input, I'd have to double check that). Changes "turn in" rate Increase maximum output / bank angle to increase the maximum turn rate Increase Kp to increase the bank angle it will maintain for a given level of error (10 degrees of error with a Kp and Scalar of 1 results in 10 degrees of bank, increasing Kp to 2 would give 20 degrees of bank for the same situation). Changes "turn out" rate Yaw Controller Set Kp to a non zero value. With a Kp/Ki of zero it will always try to maintain a yaw angle of zero (the most stable configuration for most planes), increase it and it will give your turns a little rudder assistance. By default, this is limited to 2 degrees of yaw, increasing that should be carefully considered as yaw stability is not most planes strong point.