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allista

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Everything posted by allista

  1. Version 2.4.1.1 for Kerbal Space Program 1.3.1 Released on 2017-11-09 Fixed Cryogenic/CryoCooling NEEDS, fixed KarbonitePlus requirement for Metal. Update TankTypes.cfg added Snacks support (Snacks --> Food, Soil --> Soil) modified KolonyTools support --> ColonySupplies are visible/usable/transferable even if USI-LS is not installed Added Chemicals to LiquidChemicals for KolonyTools. Attempt to fix #10 using the patch suggested by @Starwaster. Fixed issues: 16 - Attempting to change configuration when none exists results in NullReferenceException 18 - Tweakscaled tank saved prior to installation of CC gets capacity reset to un-scaled value 20 - Lag/freeze when placing tanks in VAB Download
  2. Version 3.3.3 for Kerbal Space Program 1.3.1 Released on 2017-11-09 Single Use Grapples: Fixed attachment using auto-generated AttachNodes. Fixed grapple joint reinforcement. Added HUD overlay for grapple contact points: red line means "too far" from attach point green line means "close enough" when all are green, grapple is attached immediately Fixed camera jumping on launch from hangar. Merged -- Asteroid Hatch + Asteroid Hatch Port into a single part. Old parts in flight will function, but will not be available in Editor. Added two lamps on the sides of Hatch Port Adapter. Increased lamp range of Structural Grapple. Corrected Box Fairing mass calculation. Procedural Adapter updates mesh after passage is Ready. And updates DragCubes as well. Download
  3. Version 3.5.0 for Kerbal Space Program 1.3.1 Released on 2017-11-09 Major overhaul of orbital autopilots: Deorbit autopilot performs simulation of atmospheric flight and main deceleration to determine approximate landing trajectory. Achieves much more precise landings using chutes/brakes alone; and saves fuel in powered landing. Atmospheric trajectory is drawn in magenta in Map View Deceleration trajectory is drawn in green in Map View Rendezvous autopilot employs 2D gradient-descent minimization to search for optimal rendezvous trajectory in several modes: Min.DeltaV - always prioritize the lowest total dV of the rendezvous (including deceleration) Fast Transfer - prefers smaller total transfer times (including time before maneuver), if it does not cost too much dV Manual - you can choose between calculated transfers yourself Full reimplementation of attitude control: Attitude control uses three separate PID cascades with gain scheduling to independently control the three rotational axes. This allows for much better control over a wider range of different engines, faster and more accurate action, and eliminates some long-standing auto-oscillation bugs. Remote control of TCA-equipped vessels: Now you can control nearby vessels equipped with TCA without actually switching to them. The control is not full, i.e. keyboard and mouse still belong to the active vessel; but TCA interface in this mode sends commands directly to the selected vessel. This, of course, only works on loaded vessels in comm-range, and only if you have Squadron Control Module installed. Default vessel configs: Now in VAB and SPH, separately, you can save TCA configuration of a vessel to be the default for newly created vessels. This includes state of TCA Modules and functions, so !do not forget to activate newly bought modules! or you'll miss it in flight. I'm working on automation of that process. Numerous fixes and improvements in: Navigation/Land Navigation/Jump To Orbital/To Orbit Orbital/Match Velocity,Brake Near Smart Engines Interface changes: Removed "Set" buttons of numerical entry fields. To set entered value push Enter or Keypad/Enter. Rendezvous, Deorbit, Jump To, Orbital/Land autopilots use the Setup-then-Execute approach, so pressing, sya, "Land" button does not start landing immediately. All setup controls are now located inside appropriate tabs and are opened when you press the autopilot's main button. Much, much more in commit messages... Download Or from GitHub
  4. No. Keyboard and mouse controls remain with the active vessel. Only TCA interface switches to other vessels, so the only thing you can do is to engage some TCA functions. And kerbals do not have TCA installed
  5. Just don't engage TimeWarp when remotely controlled vessels are in flight
  6. Well, some sort of remote control is implemented in Squadron Mode, where you can assign a squad id to each ship; then all ships with the same squad id will perform most TCA commands simultaneously. They can even fly in formation (on planet; don't try this in orbit). But RC is incomplete in that not all the commands are propagated to the squad; and in that the current ship also executes them. To have full RC, I would need to change TCA GUI window, so that it has an option to switch between loaded vessels instead of always following active one. This is relatively easy; I just never needed it.
  7. Ok, now I understand. But it won't be easy to add this: TCA controls attitude of the thrust vector, not the attitude of a cockpit or other control module. You may say TCA doesn't have the notion of pitch/roll/yaw, only the current and needed direction of thrust. Bearing control works only because it's action is always around the thrust axis. Anyway, I never intended for TCA to replace MJ
  8. I don't know what MJ does. I haven't been playing KSP for years now, only developing and testing things But TCA does have plenty of surface-related functions: bearing control (heading), cruise control (horizontal surface velocity), even path navigation and following a moving target; you name it! Could you explain what the force-roll is?
  9. Ah, if only it was true There are changes in KSP code in 1.3.1 which are hard to find but which are breaking things. Just yesterday I've found out one that breaks deorbit autopilot in some circumstances, but not in the others. Anyway, thank you a lot for your efforts and for helping my mods to keep going!
  10. I'm using Ubuntu and Monodevelop No .NET here at all. IConfigNode is in AssemblyCSharp.dll from KSP_Data/Managed
  11. https://www.dropbox.com/s/llrk48k86wcz8z5/AT_KSP_Plugins.sln?dl=0
  12. I do use a solution file that includes all my mods' csproj files, but I never came about to make a repo for that stuff, since solution is little more than na set of projects and I can always recreate it from scratch. That's not a good practice, I know, but then I too have never had any experience with C# and the ridiculously tight connections with IDE it has, before KSP that is. The thing you've probably missed is that AT_Utils includes several other repos as submodules; these include CC. So you need to clone AT_Utils with submodules and set inter-module dependencies. Better yet, let me post the solution file when I'm home
  13. I'll make a rebuild release tonight. It all depends on the changes in AT_Utils.
  14. That's actually a complicated matter: you see, the biggest orientation problem is not the west-east, it's the up-down. If I were (in fact I was, in the first release of GC) to bound the orientation of the spawned ship to orientation of the kit in editor, the kit would have to be placed just right on the surface. And you know how hard it is, even with TCA. A single bad move and your kit is toppling on its side and your plane spawns on its wing. So what I do is: I choose the spawn orientation at the time of deployment. Technically, each side of the kit contains an invisible transform that is oriented the right way if the kit lies on this side. When you deploy the kit, the lowest transform is chosen and remembered, while the kit is fixed to the ground. Therefore, where you've loaded the ship into the kit (VAB or SPH) is irrelevant. But the problem is: which side is east depends on which side is down, so I cannot paint it on the box. Or, rather, I could paint it, but then three sides of the six would contain this text.
  15. There's still no version of CC (or other my mods) for KSP-1.3.1. I hope I could make a release tomorrow. But my new job takes almost all my time now + I'll have a baby in a week or so So don't expect much new features
  16. Oh, you mean you have some existing parts and are trying to add hangar functionality to them using modules from this mod? That is, unfortunately, not that straightforward. Have you seen this? https://github.com/allista/hangar/wiki/HOWTO-for-Modders
  17. This is intended behavior. For now. The store/spawn mechanism of the Hangar was first made to work only with vessels already in flight. In-editor storage that was added later works around it like this: spawns ShipConstruts and immediately stores them in the Hangar. I don't like it either, and right now I'm working on in-orbit spawning of ShipConstruts in Ground Construction. When I'm done with it, I reimplement it in Hangar as well.
  18. The ground hangars are intended to be standalone buildings. They even have an option to anchor themselves to the ground. The node on the roof is more to attach things like space-cranes. What exactly are you trying to build with them?
  19. Thanks, I've already merged another PR just yesterday that fixes this. This also how I became aware of the issue What troubles me more is this: https://forum.kerbalspaceprogram.com/index.php?/topic/80225-13-hangar/&do=findComment&comment=3203726
  20. That's a known bug in AT_Utils. Category simply isn't created. Nothing more.
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