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Crzyrndm

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Everything posted by Crzyrndm

  1. B9 PWings have always had the capability. It's right down the bottom of the editor UI, but you can switch between LF, LFO, and RCS tankage (or use RF/MFT if you have those). LF can be drained by jets without CrossFeed Enabler installed, but you'll need the 1.0 version for rocket engines.
  2. There is currently no option to do that. I could add one if it's strictly neccesary
  3. That's because there are two ways to make plugins. Part modules (as many instances as you have parts with the module) and single instance. Doing it as a part module has all sorts of annoying drawbacks for vessel level plugins (like having to decide which one on a vessel is actually in control...), while a single instance plugin handles that without a hitch (until you introduce multiple vessels that is). Either way, it can (and will) be done at some point. I've already done some of the groundwork in the last update (The code running each of the control systems can be switched to run multiple vessels with a bit more work)
  4. Nope, that won't work either. Pilot Assistant currently only runs on the vessel under active control, so as soon as you switched away from the tanker it would start drifting. I do have plans to rectify this, but it's quite a bit of work to make it run multiple concurrent instances.
  5. Yea, it needs a bit of work (for one, pitch > ~30 degrees is kept in one piece by a whole lot of hackery...). However, you can specifically set it to use only pitch (click the pitch button in the UI instead of activating it by the button near the navball) and/or leaving Pilot Assistant heading control active will keep it limited to the elevator controls. It should be able to handle that atleast... If all else fails, Pilot assistant overrides stock SAS so you can use that for pitch control NOTE: I am currently rewriting SSAS pretty much from the ground up, so hopefully it'll be somewhat more reliable soon...
  6. Oh, the "I give up and will just slide" mode. That I can agree is a right PITA, but it does have a purpose (not breaking vessels in two).
  7. That's actually something else entirely, the orientation you lock to is not surface relative causing you to "pitch up" as you travel around the planet. With a vessel coming in at orbital speeds the effect is very noticeable. The direction it holds is constant, it's just not constant relative to ground normal.
  8. Go by the display mode FlightUIController.speedDisplayMode
  9. As the title says, while using the ArrowPointer objects, some directions are absolutely refusing to draw. The only thing changing is the direction the arrow is being drawn in. Vector3 dir = Vector3.ProjectOnPlane(thisVessel.srf_velocity, planetUp).normalized; if (pointer == null) pointer = ArrowPointer.Create(thisVessel.rootPart.transform, Vector3.zero, dir, 100, Color.red, true); else pointer.Direction = dir; If I spin a vessel in a circle (Aeris 3A on the grass next to the runway) running the above code, between a heading of 30 and 150 the pointer will not be visible. Anyone know why this might be?
  10. pitch at launch would be zero relative to surface velocity, not orbital velocity (navball starts in surface mode). It starts at 90 degrees because the rotational velocity of the planet is perpendicular to the up vector, then shrinks as your vertical velocity increases.
  11. Where you should start: http://wiki.kerbalspaceprogram.com/wiki/Plugins (although it should be noted that only covers 1 type of plugin: PartModules. The other type (KSPAddon) is pretty much the same though, just different initialisation methods)
  12. Show Limits => Altitude controller => Reduce Max climb rate The latest dev version has an automated function to prevent things going completely vertical but that could still result in an unmaintainable climb
  13. It's on CKAN with the rest of my mods (and this is its thread on the release forum. All my small stuff ends up here so I don't have so much to keep track of.) E: Or it should have been on CKAN, I'll have to bug someone about where its go to... E2: User error, it's there... (can you tell I don't use the thing very often...)
  14. On that topic, do you want to distribute the B9 category config rather than it being lumped into the package as it is now?
  15. GameEvents.OnGameSceneLoadRequested GameEvents.OnGameSceneSwitchRequested Not quite sure what the difference is, I use OnLoadRequested. It fires in the old scene just prior to the debug message IIRC, giving you information about the scene you are going to. You are finished loading once highlogic.scene(sp?) is the scene loadrequested said you were switching to and that scenes .Ready var is true
  16. They are very slightly different (surfVelForward and surfVesForward as the reference vector)
  17. mouse over a control surface => press 'K' => increase the percentages (right hand column) for the values of Q (dynamic pressure, left hand column) you approach at mach 2. There's a dynamic pressure readout at the top of the window or you can use FAR's info display. Remember to copy to other surfaces EDIT Why do I not have this sort of thing in the OP... EDIT Actually, I could totally fix this behaviour. It would require changing the value to modify but it would completely prevent this ever occurring again (although it *could* introduce other issues ofcourse) I'll have a test build up in an hour or two if this works.
  18. Don't click the buttons on the toolbar in editor/flight? (One of malahs mods can remove buttons from the toolbar if that's not enough for you)
  19. There is now a mod for that (this problem has just come up one too many times...). The main problem is not actually "bang bang" control in the typical sense, but a seriously overcooked derivative response causing vessels with high torque / MoI ratios to compulsively jiggle (the vessel in the video couldn't even move with the stock tuning it was vibrating so hard). Proportional response was high (and is reduced noticeably by the mod) but not enough to really cause the issues it had.
  20. Calculate prograde pitch by the angle between prograde and surface normal like this (substituting vessel.up (forward in KSP) for the prograde vector). Heading is a bit more complex, but you can also find the calculations required at that link
  21. It is the same system. I just yanked all the tuning parameters back until it actually behaved (did require cutting things by ~2/3rds or more, but still, same system) For comparison: Pitch/Yaw Kp => Stock: 18.3, Revised: 6 Kd => Stock: 0.5, Revised: 0.13 Roll Kp => Stock: 6, Revised: 1.25 Kd => Stock: 0.025, Revised: 0.02
  22. SAS Tuning Fix v1.0 Released About: Retunes the vector hold SAS modes (eg. hold prograde) to behave in a similar way to the default SAS mode (attitude hold). Much less wild overshooting, twitching, fuel wastage, etc. NOTE: Users of Pilot Assistant will not see any effect unless the default Pilot Assistant RSAS preset is removed. Pilot Assistant should load its presets after this has been through and will overwrite the effect unless this is done (once the defaults match, this won't be an issue).
  23. @ferram Bac9 found the probable cause of the issue with B9 Pwings. The mirroring axis used for the parts is (0,0,-1) so the objects get scaled negatively after rotation making it look like the triangles are inverted. Using the default mirroring axis the voxels are correctly placed (just the mirrored part is upside down)
  24. Progress update Entering values by hand now has a tooltip prompt and tab completion (for the first value in the tooltip) Values selected from a limited list (resources, folders, propellants, maybe a few more) are selectable from a grid of buttons. Multiple selections can be made (RMB removes, LMB adds) It has an icon in the toolbar (*heh*) Next on the list will be supporting check groups (ie. check type checks) and then some proper format control... Annoyingly, I completely forgot to change the version log in FE recently so I can't tell if you have a version new enough for this to work with. Could you please see if the error persists with the latest version of FE (v2.2.1)
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