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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
Search for the old threads, I've got another two mods to verify before I clean this up (sorry for being blunt, just trying to get everything working first) -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
v1.5.5 Recompiled for KSP v1.0 Quick hack to get around app launcher bug -
Dynamic Deflection - Download/Source The control authority a plane needs from it's control surfaces may vary over the length of a flight. At low altitude or high speed, the deflection we have may be too high causing excessive G loadings, but we can't reduce it because at higher altitudes we need all of that deflection to keep the nose pointing forwards. Currently, the tools we have for this problem focus on changing input scale (fine control, FAR's dynamic control authority (DCA) helper, etc.) which isn't always what is needed. Dynamic Deflection approaches this from a different direction, altering the maximum deflection individual control surfaces can use according to the current dynamic pressure. Features Maximum control surface deflection varies with dynamic pressure, keeping the vessel response behaviour consistent for SAS (ie. less wobbles) and reducing the chance of unexpectedly blowing yourself up with too much input Each control surface is individually configurable in editor and flight scenes (UI has a button to copy the setup across all modules on the vessel) Default configuration that can be reverted to at any time (or updated) Graph to visualise setup and current state Editing the deflection variation of a part Hover the mouse over a control surface part Press 'K' In the window that opens, the left column of numbers is the dynamic pressure (Q) in kPa, and the right is the percentage of maximum deflection to allow at that level of Q There is also a revert button to reset your changes, a save button to set your current setup as the default, and a dropdown button to reveal a graph of the % deflection (Semi-)Saturatable Reaction Wheels - Download/Source Introducing a (not particularly realistic) saturation mechanic to reaction wheels. As reaction wheels exert torque, stored momentum increases saturating the wheel and decreasing torque output. Over time the stored momentum decays and torque slowly increases back to it's original level. Features Reaction wheels accumulate momentum with use, torque output is modified based on the current stored momentum Stored momentum "magically" (ie. no basis in real physics) slowly decays over time, recovering the parts torque capabilities. The rate is configurable in the part configuration files (ie. you can turn it off, decrease the rate, or increase the rate to suit your play style) Stored momentum can also be discharged at the expense of propellant. Not enabled by default, change the file extension of ResourceDrain.txt to .cfg to enable Variable Thrust Limiter - Download/Source Adds a second thrust limiter to engines with a locked throttle (eg. SRBs). Thrust interpolates between the default limiter and the new limiter based on the % fuel remaining License for all of the above - GPLv3
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Is it the end for laythe roundtrip SSTOs?
Crzyrndm replied to panzer1b's topic in KSP1 Gameplay Questions and Tutorials
There's more to this than just the reduced drag. Before it exploded that turbojet was outputting 400kN and climbing rapidly (that was @ 800m/s, more than 10s before explosions). Something else is going on... (I doubt Squad straight out buffed turbo's...) -
Is it the end for laythe roundtrip SSTOs?
Crzyrndm replied to panzer1b's topic in KSP1 Gameplay Questions and Tutorials
^^ Jet nerfs No that it will prevent long range spaceplanes from being built -
Can I get the threads for the following 5 mods I created (Analog Control, SAS Reset, Dynamic Deflection, Sane Strategies, and SemiSat reaction wheels) closed please. Post 1.0 I will be collecting all the smaller plugins into a single thread so I can maintain them a bit easier (they were all created at vastly different times, so a thread merge would be rather confusing IMO). I've already left a note in the OP of all 5 threads. Thanks in advance
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Nice to see some positive discussion/action (or attempt at it atleast...) about the issues Valve has so uh, forcibly(?), brought to light. And this is an example of the other side of the coin. Ignoring Valve and the complete mess they've made of this, it's still exposing the fact that a huge portion of mod users feel that compensation for (often highly skilled and hard working) unofficial content creators is somehow taboo. QFT ^^ I make it a point to fix critical issues in hours (that is issues that prevent the mod working, changes to behaviour to improve usability may take a bit longer just by the nature of what needs doing). I plan on having all of the plugins I develop (or in the case of B9 PWings, maintain) made KSP 1.0 compatible on day 1. They may be small for the most part, but I would be making the commitment to update ASAP no matter how complex they were. As for criticism, I appreciate all of it, and almost always reply to it. I may not always agree with suggestions, but I will atleast try and explain my view on w/e the issue is I will stand by what I make, whether I sell it or not. Seconded. I've certainly enjoyed the work of a others in my time.
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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
Well: A) Find the mod which is doing it or, Make your own MM patch with the :FINAL tag to denerf it- 14,073 replies
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Manipulating Wing's Lift
Crzyrndm replied to jandcando's topic in KSP1 C# Plugin Development Help and Support
This is the stock lift alteration bit for B9 Pwings https://github.com/Crzyrndm/B9-PWings-Fork/blob/master/B9%20PWings%20Fork/WingProcedural.cs#L1938 All it's doing is casting the part as an object of type Winglet, and then setting the public variable deflectionLiftCoeffficient This may all be moot though given 1.0 is days away and throws aero through a blender. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Crzyrndm replied to ferram4's topic in KSP1 Mod Releases
FerramAerospaceResearch.cfg: There's one specific patch for each of the Squad jets, and a general one that cuts thrust by 50% on everything without a FAR patch (all 4 are together) Alternatively, you have B9 or SETI far pack installed and they are the ones cutting into your jets (if the turbo stops at 1km/s this is your problem)- 14,073 replies
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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
Fork updated Compatibility with FAR dev branch Added right click fine control to sliders. Left click behaves the same as it always did, right click is now a free sliding modifier from -50% to +49.9% of a single increment. The button increments are also scaled down when right clicked Changed inheritance "width" to "base". Matches the parent tip to the base of the child part but makes no other changes -
So uh, how many people know that combined filters (parts meeting the requirements of multiple filters) are a thing in stock? Right click on another category, select subcategories from both at the same time This I could have done with knowing about months ago...
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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
B9 PWings is compatible as of yesterday (once I/ferram add a MM Patch), but the latest FAR branch has a few annoying issues (Mk2 cargo bays don't work, deleting the root part requires a scene reload). Most parts should be compatible without a hitch from what I've seen. The new analysis tool is downright amazing though EDIT // MM patch @PART[B9_Aero_Wing_Procedural*]:AFTER[FerramAerospaceResearch] { @MODULE[GeometryPartModule] { %forceUseMeshes = True } }- 14,073 replies
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That is unless he has B9 or the SETI FAR pack which (IIRC) both nuke turbo's even further than FAR does (Mach 3.5 sounds right, but it's been ages since I've use B9) @Av3ry If you have problems with Pilot Assistant, just stick to the stock SAS (or alternatively, only use the wing leveller and use trim to control pitch). It's not always the easiest thing in the world to use.
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v0.5 Added a plot dropdown to better visualise curve shape (little button at the bottom of the window) Few minor fixes
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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
Looks like this is the culprit for the spam. I'm guessing that switching vessels through the tube didn't cause a refresh of the cached IVA speedometer props and there's no null checking there. You will need to make sure that is the first/only error that gets generated though, often the spammed ones are just trash caused by something else. Sprite's at the top because it has to go through a couple of Unity classes to set the speed text. It still originates in a bad FAR call (although why it's bad is difficult to say without full log and/or replication)- 14,073 replies
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Module Manager isn't built to add categories, you want Filter Extensions (adding and changing part categories via .cfg files is exactly what it's designed to do). The only thing from your list it can't do at the moment is removing the RC parachutes category, and that's changing with the KSP 1.0 update
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Why is it do hard to place elevons
Crzyrndm replied to davidpsummers's topic in KSP1 Gameplay Questions and Tutorials
Anhedral/Dihedral should always be the last thing to add to a wing (not only ^^, but sometimes KSP decides to attach parts where the end of the wing *was* instead of where it is. Most annoying bug ever. Work inwards if you want to add multiple different sections of *hedral) -
Beautification mods for my PC (Potato Calculator)
Crzyrndm replied to jarmund's topic in KSP1 Mods Discussions
Textures hog memory (so parts and planets mainly), everything else is fairly negligible by comparison (plugins *can* scale up to be insanely huge, but that generally won't happen) RE: Beutification Vens Stock revamp is better stock parts (with reduced memory usage if pruner used) with no impact on framerate. -
How will bug reporting be managed for version 1.0
Crzyrndm replied to katateochi's topic in KSP1 Discussion
More likely Squad learned that general joe public consumers just can't double as testers. Pubic bug reports are about 70% useless, 25% duplicates of the same 5-10 issues (mostly without enough information), 3% less obvious/new bugs but without enough information, and maybe 2% less obvious/new bugs that are reported in enough detail to be useful (source: I used to do QA work for a different company and had to filter public reports on occasion. Each internal team member would often submit more bug reports per day (of significantly higher quality) than all of the useful public reports over the same period.) Public reports are useful for catching the edge cases. For getting it to the point where edge cases are actually a thing, a structured team will do many, many times better. -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
I would need to bundle that default, but yes that would be the case (it would also "help" people destroying planes because of overspeeding with FAR aerostress on, because you wont get 20 degrees of deflection at 100kPa) -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
That would fall under the second category of my response. It's not that it's particularly difficult (it's basically all down to holding rate of change of forces and MOI in a certain ratio to each other), just that I have no interest in using a system that always performs perfectly (put another way: I like fiddling with the tuning to make everything behave). -
Urgh, 4 releases in 24 hours just isn't my style . My apologies to anyone who got caught in the bugs in 0.2/0.3 that I really should have caught v0.4 Fixed 100% deflection angle not being saved correctly Fixed loading of config when no config exists Fixed single nullref on closing the window Edit Make that 5... (Dang it, It will be right this time *shakes fist at PC*) v0.4.1 Fixed FAR ctrl surface 100% deflection being saved as 0 unless window opened over it in editor
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Major Bug Discovered Don't set the deflection at the lowest Q (ie. the first entry) to anything other than 100%. Reloading craft is causing them to use the last set value and then apply the % again on top of that. Will update as soon as I have a fix
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Kind of . It was a serious question, I didn't think anyone used it "stock".