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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
Probably is since the default AoA limit is 10 degrees (little too high for FAR, way to low for stock...). Options => Show PID Limits => True Vertical Speed Controller => Output Limit is max allowable AoA angles. You can probably just set that to something very high (30-40 degrees) with stock since you can't flip out like you can in FAR (the only danger is trying to climb without enough forward speed to retain control). Might want to increase the Integral Limit to be safe as well. Larger crafts will also probably need a lot more Kd than you are used to in the same controller (they tend to respond a lot slower). PS If you go into the PA directory, there will be a "defaults.cfg". That contains the default presets that will be loaded the first time a craft is used. Create a MM Patch (so updates don't overwrite it) to point at the VSpeed controller and make the default a whole lot higher (I'll probably be adding one with the next release anyway...). This should be close to what you want (I can't check the exact names right now...) @PIDPreset[default]:NEEDS[!FAR] { @AoAController { @MaxOut = 30 @MinOut = -30 } } -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
So while I think about it, any idea's for additional keybindings that could be useful? (See last page for current list) So far I'm thinking: toggle SAS mode (actually, maybe SSAS Arm should also toggle modes...), and toggle Asst Hdg/Vert/Throttle active There's also the question of which key's to use for said functions... -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Crzyrndm replied to ferram4's topic in KSP1 Mod Releases
To be fair, that's because FAR assumes open nodes are abrupt changes in cross section which do cause a comparative ton of drag. It would be easier to see the effect with the Cd highlighting inflight IMO. The open fuel tank should turn solid yellow/orange quite fast, while the covered endpiece will just show a little colouration (probably mostly on the nosecone. Change in cross-section is still a change in cross-section)- 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
Pilot Assistant v1.1 released (KSP AVC server appears to be down atm, I'll get that updated when I can. E: Updated AVC to 1.1) Pilot Assistant has a test version of Throttle/Velocity Control. Currently is just straight velocity => throttle setting, but I'm considering cascading it to make throttle transitions smoother (cascade would be: Velocity => Acceleration => Throttle) Controller support for SSAS, Pilot Assistant Heading Control, and Pilot Assistant Vertical Control. No support for the new Throttle Control because most throttles don't run to a negative output SSAS "Slide" Parameter now supported by SAS presets Throttle/Velocity Control Give it plenty of Kd and keep Ki low relative to Kp. Jet's have a delayed response so lots of integral will just get it in trouble. The defaults seemed to work reasonably well in testing, but I only tried it on the basic jet... Standard KSP input methods supported (shift == +Throttle etc.), respects fine control and the modifier key as usual, Max Throttle Keybind sets the target to 2400m/s (surface relative) which may or may not be enough to be useful. Outputs limits are hard locked between 0 and 1 (I really should do that for the three axis controllers as well) Feedback on how acceptably throttle response can be tuned would be appreciated -
So, Mechjeb? AFAIK that's the closest thing you'll find. RE: Sending a ship off on it's own Ships outside of a certain distance (2.5km stock) aren't getting any simulation of physics (on-rails). Most parts that affect physics don't work on-rails for this reason (engines) although there is a psuedo-physics-enabled thrust on-rails plugin around somewhere (designed to use with ion engines and time warp) Time also doesn't pass while you're in the VAB though to my knowledgeso there's also that...
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Some comments from my experience with making Filter Extensions After adding a new category, occasionally they may have the GUI elements that appear in a user defined category (part drop zone, little red x's on each part). Force setting every new category to have a displayType of "PartsList" (code reference) prevents this. The event is halted for all plugins if any errors occur which is rather annoying when your entire plugin depends on it. Polling PartCategorizer.Ready() inside the editor is more robust and Co-routines can be used to keep it relatively efficient (code reference). Whether that flag is set high before or after the event completes I have not investigated. (Update: The event completes first the first time the editor is entered. All subsequent entries have the flag being set first. Initialisation two frames after the flag is set seems to be free of any errors) PartCategorizerButton.SetIcon can be used to change the icon of any category/subcategory, however the button needs to be refreshed before the new icon will be visible (code reference. Credit to stupid_chris for that section of code) Adding a sub-category that has no parts available breaks the part selection pane (not tested with parts hidden by tech, but this does not seem to cause the same breakages as I haven't had any bug reports on it) Don't ever add a new (sub)category and then attempt to edit it's icon in the same Update(). Things break, alot
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Kerbal Engineer - Some Specific Questions
Crzyrndm replied to KBoy420's topic in KSP1 Mods Discussions
Total dV is the sum of stage dV (and each stage is calculated with all prior stages removed where applicable), so no, staging hasn't just "thrown away" a bunch of dV unless that stage hadn't exhausted all it's propellant. -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Setpoints do use an accept button (not applied in realtime unless using WASD adjustment), all tuning parameters have increment/decrement buttons to making tweaking easier (as tuning input is all applied in realtime). I have duplicated information right where it is required. Splitting it off into a seperate window is what I find difficult to understand -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
I'm just going to hazard a guess that you're not using FAR/NEAR (since my last FAR SSTO cruised at <1 degree AoA in upper atmosphere), and yes that would be a very reasonable reason to change it. If you're constantly using the same craft, you can make a preset with the raised AoA and it will be automatically loaded for that craft (or you can change the defaults in the Pilot Assistant directory which may be a good idea if you're flyin stock). 1) Not having changes happen until an "apply" button is clicked is just not happening. That's a very specific choice I made after using the regex's original SAS PID tuner. Being able to tune in real-time is so much easier for me. 2) I have a feeling I'm misunderstanding what you want to see in an output window. If it's just current target's + some information that's readily available from the stock GUI or mods such as KER(VSpeed, attitude, control outputs), I don't see why I should duplicate that. -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
UI design is not really a strong point of mine, and how the UI is generated doesn't help with that at all (read: it's a real PITA to code Unity UI). I'll see about compressing it down further and dropping the width resizing, however I don't see why one would need to be regularly adjusting output limits? It's not so much that it reverts back to no control at all, but that it doesn't remember the original SAS state. SAS completely over-rides any action Pilot Assistant makes so I had to shut it down to avoid severe bouts of confusion. You can re-enable SAS before disabling Pilot Assistant control (which'll give a giant red alert to say it isn't functioning...) but I never even thought about having it remember the original SAS state (PA is normally a long term thing, so whther SAS was on at the start or not is rather irrelevant) -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Under options, there is a toggle to show limits which is required for these changes Altitude target: In Altitude control mode, change the output limit on the altitude controller to the maximum climb rate you want (I don't know how obvious it is, but the altitude controller is actually feeding the VSpeed/AoA control setpoint, so changing it's output limits changes the VSpeed behaviour) Greater angle of bank: Increase output limit on the first heading controller (defaults to 30. Be warned that very high angles of bank may not be appreciated by the vertical control system. Speaking of, I need to fix that at some point...) Glad you like the result, it took a lot of experimentation to find a setup that was capable of decently smooth alterations of attitude to suit flying a plane as a plane. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Crzyrndm replied to ferram4's topic in KSP1 Mod Releases
A) That assumes everything else also lines up to RW specs (wing area, mass, etc.). Kerbal designs often lack in wing area AND have rather high mass for their size FAR doesn't simulate ground effect which I'm about 90% certain would help reduce required takeoff velocity- 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
Another tiny bugfix update Fixed typo preventing SSAS roll axis re-engaging Slide modifier added to the SSAS GUI "Slide" Slide is essentially a modifier to make SSAS ease back into control. It temporarily scales down SAS response and allows the setpoint to follow the craft slightly. A value of 1 is instant full strength engagement and increasing values give steadily slower and smoother enagagement. Every integer value allows the setpoint to "step" once (so the default of 10 lets it shift 10 times). This hasn't yet made it into the presets. Documentation I'm going to slowly be writing an overview / manual for this mod over the next week or so (started here). I don't have a huge amount of time at the moment, so I'll just have to see how far I can get. Comments and suggestions welcomed -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Crzyrndm replied to ferram4's topic in KSP1 Mod Releases
In the graphs, your L/D values should be noticably lower than a single wing of similar overall size (decreased lift and increased drag), and you might be able to see it in flight with the aero viz options.- 14,073 replies
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ATM is converting and caching all your textures on it's first run. It does take quite a while (hour+) and has been written to be multi-threaded, hence the huge CPU load (it should max it out). Subsequent loading times are noticeably faster than stock and use less memory since the texture format is more efficient. If you open the ATM directory you should see some *.atmcache files (or similar, I forget what the extension is)
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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 1.0.3 Squashed another nullref Hopefully it fixes it for everyone. If not, use the dll from two posts up to generate a log please -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Ok, can someone who is having the bug with staging being reset try this. I did find another nullref that had a similar stack trace, but I haven't actually got the staging to reset myself. If it doesn't fix it, please upload a new log (this one has a few extra logging elements so I can tell exactly what broke) -
I haven't looked into how the sorting is being implemented at all, so no, not at this stage.
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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
Logs or I can't help... -
Try "hasn't" rather than "won't be". I wouldn't call Part Catalog dead just yet. You can set up categories for any mod or combination of mods with a pretty simple config. I don't think you can remove categories at the moment (there's never been a need for it before) but it wouldn't be difficult to setup. //example CATEGORY:NEEDS[*modFolder*] { name = mod name icon = some random icon colour = F0F0F0 type = mod value = *modFolder* } I really do need to get around to making some different "config packs" though...
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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
Update v1.0.2 Squashed another nullref that was floating around Removed unnecesary logging that wasn't intended to be included in a public build Fixed Preset loader not triggering on inflight vessel switching Fixed SSAS not supporting inflight vessel switching at all (Well and truly missed that one... ) Just a few more bugs I didn't catch this morning... EDIT Added a KerbalStuff download for v1.0 release