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Everything posted by Crzyrndm
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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
You can load SSAS presets only into the SSAS parameters, you can load stock SAS presets only into the stock SAS parameters, and you can load the Pilot Assistant parameters only into Pilot Assistant parameters. It should be fairly easy to see why from the presets themselves 8 controllers, clamps are configurable, Easing is configurable { name = default HdgBankController { PGain = 2 IGain = 0.1 DGain = 0 MinOut = -30 MaxOut = 30 ClampLower = -0.5 ClampUpper = 0.5 Scalar = 1 Ease = 1 } HdgYawController { PGain = 0.05 IGain = 0 DGain = 0.01 MinOut = -2 MaxOut = 2 ClampLower = -0.5 ClampUpper = 0.5 Scalar = 1 Ease = 1 } AileronController { PGain = 0.02 IGain = 0.005 DGain = 0.01 MinOut = -1 MaxOut = 1 ClampLower = -0.4 ClampUpper = 0.4 Scalar = 1 Ease = 1 } RudderController { PGain = 0.1 IGain = 0.08 DGain = 0.05 MinOut = -1 MaxOut = 1 ClampLower = -0.4 ClampUpper = 0.4 Scalar = 1 Ease = 1 } AltitudeController { PGain = 0.15 IGain = 0.01 DGain = 0 MinOut = -50 MaxOut = 50 ClampLower = -0.01 ClampUpper = 0.01 Scalar = 1 Ease = 100 } AoAController { PGain = 4 IGain = 0.4 DGain = 1 MinOut = -10 MaxOut = 10 ClampLower = -5 ClampUpper = 5 Scalar = 1 Ease = 10 } ElevatorController { PGain = 0.05 IGain = 0.01 DGain = 0.1 MinOut = -1 MaxOut = 1 ClampLower = -0.4 ClampUpper = 0.4 Scalar = 3 Ease = 1 } ThrottleController { PGain = 0.2 IGain = 0.06 DGain = 0.3 MinOut = -1 MaxOut = 0 ClampLower = -1 ClampUpper = 0.4 Scalar = 1 Ease = 1 } }PIDPreset Only information for 3 controllers, and the limits and easing parameters are hard-coded and the delay is not functional (SSAS only) { name = stock stock = True AileronController { PGain = 9000 IGain = 0 DGain = 600 Scalar = 1000 Delay = 0 } RudderController { PGain = 15000 IGain = 0 DGain = 2000 Scalar = 1000 Delay = 0 } ElevatorController { PGain = 15000 IGain = 0 DGain = 2000 Scalar = 1000 Delay = 0 } }SASPreset Almost the same as the stock preset, but look at the different magnitude of the values. This prevents one set being used by the other { name = SSAS stock = False AileronController { PGain = 0.1 IGain = 0 DGain = 0.06 Scalar = 3 Delay = 1 } RudderController { PGain = 0.15 IGain = 0 DGain = 0.06 Scalar = 3 Delay = 1 } ElevatorController { PGain = 0.15 IGain = 0 DGain = 0.06 Scalar = 3 Delay = 1 } }SASPreset Whenever you load a preset that isn't the default one, one of these gets added. The next time you load a vehicle with the same name, the same preset will be automatically loaded (note: this is the default one that gets used for craft that don't have their own individual one) { name = default pilot = default ssas = SSAS stock = stock SASmode = False }CraftPreset That's what it's there to do -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Are you saying you can't find the PA presets (they're under the options because I haven't gotten around to doing something smarter with them yet)? Or that you can't load SAS presets into Pilot Assistant? If the former, it's there, exact same interface and everything. If the latter, it's because presets for each of the three systems can only be used on the system they were created for. They all operate completely differently so what works for one is entirely useless in another (SSAS operates on a different scale to stock SAS, and Pilot Assistant has 8 controllers). -
[Plugin][0.90] (Semi-)Saturatable Reaction Wheels v1.8 (Apr 9)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
1) It's interesting and I was bored 2) With a bit of pre-planning the stabilisation effect can be extremely useful (notably vessels without SAS capability) -
[Plugin][0.90] (Semi-)Saturatable Reaction Wheels v1.8 (Apr 9)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
So I got bored and made a module with gyroscopic effects as well... (note there are zero control inputs given in this video) -
VAB "My Menu" option
Crzyrndm replied to Anglave's topic in KSP1 Suggestions & Development Discussion
nvm, I misunderstood. I don't understand the difference between this and the custom filters though -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Crzyrndm replied to ferram4's topic in KSP1 Mod Releases
Not all rockets need tail fins. Shorter rockets are more likely to require fins, as are vessels with high TWR (because they accelerate faster they get higher dynamic pressures, the force of which is focused at the front of the vessel). A rocket on the order of 20+m tall in a single stack (especially if that stack gets larger towards the bottom) often doesn't *require* any extra stability. That is assuming you don't try and haul the nose around in the atmosphere. Don't stray from inside the surface prograde marker until 35-40km...- 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
Why would an aero sim run in space where there are no aero effects present? Problems in space tend to mean your thrust is not pointed at the center of mass. Use RCS Build Aid and get the reported engine torque from your rockets (thrust limit any jets to zero) as close to zero as you possibly can.- 14,073 replies
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There isn't any mods currently dealing with the part ordering (because no one has worked out how to change it, not because no one has tried)
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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
If Mechjeb is using the Stock SAS for it's maneuvering and you are tuning the stock SAS parameters then yes it will. Other than that, no. -
Sorry for the late reply, I didn't see the edited version until today What's happening is that when stupid chris added the parachutes subcategory, he made some changes to parachutes so they wouldn't show in Squad category. However, Filter Extensions filters out any parts that don't appear in a stock category because it isn't normally used for parts (stock uses it for asteroids and a few other things that don't get shown). Instead I've just directly removed parachutes from the utility category if RC is installed (because the utility category is created by FE, doing so is much simpler than what chris would have had to do to achieve the same result). If you want the parachutes to show in the Utility tab again, go to GameData/*FE Folder which I've fogotten the name of*/Configs/Patches/RealChute.cfg and remove the @SUBCATEGORY bit EDIT Or that would work if I hadn't screwed up. In the same file, you'll need to add the @ character I missed highlighted below @PART [*]:HAS[[COLOR=#ff0000][B]@[/B][/COLOR]MODULE[RealChuteModule]]:AFTER[RealChute]:NEEDS[RealChute] { @category = Utility }
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Seperate parts tabs (or better part sorting) for mods?
Crzyrndm replied to Crusher48's topic in KSP1 Mods Discussions
Filter Extensions lets you entirely reconfigure categories and subcategories (includes a bunch of configs by default, but the whole idea is that you can do w/e you want with them). -
That's realchutes (Although I thought I had a MM patch that removed that. The way Stupid Chris does this prevents parachutes showing in any of my filters) - - - Updated - - - Version 2.0.4 Fixed a minor nullref Fixed empty categories not being fully removed Name and icon editing now works for all subcategories that don't have a related config entry (any subCat from another mod or stock, and any subcategories of this mod where no icon was specified) Updated Real Chute patch - - - Updated - - - And..., it would appear that it has gone walk about. I'll just fix that... (EDIT: Nope, I'm just blind. If you have Real Chutes installed, parachute parts won't show in the utility subcategory)
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Filter Extensions or maybe Quick Search
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Thinking about making the switch to FAR.
Crzyrndm replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
Advice sounds about right, although I would have added excessive CoM/CoL separation and small tail. Canards are destabilising I assume is referring to the forward shifting of CoL Well, the main issue with a straight delta (single wing: no tail plane or canards) is normally how far back the CoM gets and excessive separation between Com and CoL. That in turn leads to low control authority in pitch and yaw. Following that, my focus with delta's is always shifting mass forward and increasing lift/wing area (extra lifting surface keeps AoA lower and improves control). -
Save the default GUISkin when you enter the flight scene and use that then GUISkin UnitySkin; // drawCall if (UnitySkin == null) UnitySkin = (GUISkin)Monobehaviour.Instantiate(GUI.Skin); GUI.Skin = UnitySkin; // continue as normal
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That was my bad, my lauch shortcut automatically copies my mods from the development folder, so even though I cleared GameData I had some interference... Of particular importance in edits
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If you don't want to affect anyone else, just remember what the skin was and set it back after you're done. GUISkin orginalSKin = (GUISkin)MonoBehaviour.Instantiate(GUI.Skin);; Gui.Skin = MySkin; // Your GUI Stuff Gui.Skin = originalSkin; But really, that doesn't help other people IMO. KSP itself makes changes to GUI.Skin when certain windows are open (the esc menu is one) never mind mods that do so, so the only way to have a consistent GUI is to use your own skin (A "how to maintain your GUI" could be useful for newcomers though). PS I can't reproduce the issue using your current release? Are you sure this isn't a mod interaction? (E: Nevermind, something Pilot Assistant was doing fixed it. I'm assuming because I set the GUISkin to the Unity Skin) EDIT OnGUI is what the drawQueue's are called in. You can't use GUI methods outside that environment normally. - - - Updated - - - You could try setting GUI.Skin back to it's default (http://docs.unity3d.com/ScriptReference/GUI-skin.html : "If you set it null, it reverts to the default Unity Skin"). That won't affect any other mods (because it's the default), and It seems to fix the issue if the interaction with PA is anything to go by
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Heh. GUI.Skin is the current default GUIStyles for each object that is to be drawn (which defaults to the Unity skin, and gets altered by KSP and mods as required). By setting GUI.Skin to be your saved defaults, you remove any chance of KSP/other mods from making changes that affect your GUI. After that, you only need to specify styles where the style to use isn't the default one. Things like the GUIStyle of a scrollview aren't an issue. EDIT Ok, that is wierd. The alignment setting should work just fine, but the text in both buttons appears to be using TopCenter, not MiddleCenter (I may have missed your issue the first time round...). The only thing I can think of is that it's trying to print multiple lines of text, is there any chance of a newline character being added to KeySetNamesFlight[int id]? I'm guessing not, so I'm totally stumped as to why this didn't work (https://github.com/SirDiazo/AGExt/blob/master/AGExt/Flight.cs#L1627) PS Drawing the right button and then the left button? Are you trying to confuse yourself?
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The only differences I see between how you approach it and how I have approached it with Pilot Assistant are: 1) I build the GUISkin/GUIStyles in the first draw call. I seem to recall it throwing errors when I tried to do it in Start, never bothered to figure out why. I assume that's not an issue here since things seem to be working... 2) I skip the need to assign GUIStyles to every GUI object and just set GUI.Skin to my saved GUISkin before anything else in the draw calls. That way you can be sure you aren't missing any, and only need to specify the style where it doesn't match (eg. drawing a box as a button). When I had this issue it was all down to one or two objects that didn't get a style attached. PS Would you mind specifying some relevant lines in Github. Your flight scene code is somewhat long and I'm having some difficulty matching sections of code to individual windows... It's the same base method as used by TriggerAu
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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
Ugh, the derivative action is tripping out on the 0/360 boundary. Temporary solution, zero Kd of the offending controller. I'll try work something out, but this could take a while... -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Crzyrndm replied to stupid_chris's topic in KSP1 Mod Releases
In the part configuration window (accessed by clicking on a part from the action groups tab), there is an option not to cut on ground contact (for landing planes). Other than that, chutes will always autocut when speed gets too low. -
If module manager manages to write it's cache before this happens (ModuleManage.ConfigCache next to the .dll) that would probably be of use, as would the full log. You should probably take this to the RF thread anyway, since that there's no way to tell without some extra logging which value it failed to read correctly.
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You probably want to go here to get started with plugins. That and looking over the code of other mods on the forum will get you going.
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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
Yea, but that's all down to pilot error Match the runway heading, get the speed down to something manageable, and then just manage the sink rate (you want to be using VSpeed for landings (not altitude) possibly with fine control active). There's a couple of mods that can help managing VS/direction, NavUtilities ILS, and another one that adds 4 lights that change colour depending on your glideslope (I can't remember which mod it's from >.<) - - - Updated - - - Surprised at first, but it does make sense. The only real issue was the complete lack of ground control until a version or two ago... -
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