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allista

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Everything posted by allista

  1. That's a shame PP is awesome!
  2. Not yet, sorry. I'll compile something for you soon
  3. Thank you for the report! I'm investigating this. Hopefully, I'll come up with the fix today and release the new version. Edit: found it. Thanks!
  4. That sounds awful What engines do you use? Stock or from a mod? Edit: better yet, if you have a near-stock KSP, you could share the .craft file and/or the savegame so that I could replay the events with debugging options turned on.
  5. The output_log.txt (Player.log for Mac/Linux) would still be useful.
  6. Oh, sorry, I thought I answered this one, but apparently not Well, I'm not sure, to be honest. There are two options I can imagine: You can use the Land-from-orbit autopilot (the first Land button, on a row with the other orbital autopilots). But it will probably detect the lack of fuel and will say: "Emergency landing, will decelerate as much as possible before impact", meaning that it will only try to use engines to kill the speed near the ground, wherever that will be. No precision targeted landing in that mode. You could try to do it "manually", by enabling Level (to point engines downwards), then at some point enabling Hover+Follow Terrain (for relative altitude) and setting needed altitude to 0 (this will allow fast descent to ~100m, then soft landing, if you have the fuel). Finally, you can change Level to Stop to kill horizontal velocity when needed. The whole process may be automated with a macro; which will also help to decide when to start braking -- macros have conditions on altitude and static pressure. TCA is made to be a universal system that have to work for many different kinds of ships. This "specialization" prevents it from being fine-tuned for a particular situation, especially a marginal one. So in any case, you will have to use trial-and-error approach, to learn the best strategy for you case.
  7. Now I see it too. Thanks for the report! Fixed it.
  8. Thanks for your savegame! Found the bug that was causing it. And fixed it. Wait for the release with the patch
  9. Look, I've tested this all and cannot reproduce it. I have only one part menu button to open/close things and it works alright in Editor and in Flight. This could, in principle, be a mod conflict. Or a faulty installation. Which particular cargo bay do you have trouble with?
  10. No-no, don't get me wrong, I don't feel that you're being pushy! On the contrary, you interest and suggestions do help me. I just wanted to show that I too am concerned with this problem and consider it a priority
  11. I'm not yet sure. I mean, most things are possible, given enough effort, but which solution is the best one? I'm working on this (major in my opinion) problem, but this will take some time. *FYI: SingleUseGrappleNode is just a make-up -- functionally it is the same old stock GrappleNode, which just disables its controls to prevent a user from releasing its target; that what makes it "permanent", nothing more. So, if the stock GrappleNode doesn't work long-term, we need a different approach altogether. First of all, I'll look at the KIS code...
  12. What you describe must be a bug of some sort. The MM patch I use to install hangar functionality into stock cargo bays also removes the stock animation module, so there should be only one option to open/close the doors. I'll check the configs, maybe something has changed inside the stock parts recently. Meanwhile you can disable the patch (GameData/Hangar/MM/Squad.cfg) by simply changing its extension to anything other than .cfg (I would suggest using .cfg_, so that you always have the original extension visible). Or you can just remove it and wait for an update that fixes things. *hm... I've just checked the configs and everything seems to be in order. Will investigate further.
  13. Questions are good! The greyed out options you're showing is something that is not meant to happen. The trigger is simple: the vessel should have a targetObject and that object should be a Vessel. In my understanding this should always be the case when you actually see something as a target in MapView (green orbit, all that). But it seems this is not the case, and sometimes the Vessel.targetObject is not set. I don't know, how that's possible, and I have not encountered this myself. Will investigate. Meanwhile, the easiest way to work around this is to re-set the target: click the target vessel, push "Untarget", then click again and push "Target vessel" (I'm not sure the button names are exact, but I hope you get my meaning). Slow engines are problematic. As well as multi-stage acceleration/deceleration. I have tried to find analytical solutions, but it seems the only viable option is to actually simulate the vessel in flight to get meaningful numbers. I will continue to work on this problem. Match Velocity uses RCS automatically when dV is low [0.1-0.5] m/s or when engines are not aligned with the needed thrust direction (i.e. the ship had no time to turn); below 0.1m/s of relative velocity no correction is made to conserve the fuel. Download the distributive from SpaceDock, unpack it inside the main KSP folder, not inside GameData. Then you should have the following folders: .../GameData/000_AT_Utils, .../GameData/ThrottleControlledAvionics. And don't forget to instal the ModuleManager, which is required. Everything should work after that. @Jarin is correct: you have most of the switches in TCA window in Editor, starting from the "Enable" switch that does what you want. Note, that these switches are saved per-ship. And TCA is disabled by default for new ships, so what you describe means that you have somehow enabled TCA for this particular ship you're talking about in Editor.
  14. Someone here reported a similar problem and it was indeed a twin install of some sort, if I remember correctly. Check your logs: in the beginning there should be a listing of all the dlls and plugin folders.
  15. Good point, thanks! I'll think of a way to fix this.
  16. Only two things could "suddenly" turn on the "Stop" mode: the VTOL Assist and the Flight Stabilizer. You can toggle both in advanced pane. The former turns Stop right after rocket takes off; the latter detects an "uncontrollable" rotation, i.e. when neither user nor SAS nor TCA currently control ship's attitude.
  17. It's not that simple; current design is balanced against the stock TechTree nodes' content, dependencies and titles. It would be strange to have, say, basic TCA subsystem in Engineering101, or Vertical Speed Control in Survivability. So I say, draw me a TechTree with TCA modules as you see fit, and we'll discuss it.
  18. Thank you for your support! The incident with Fairings Hangar is unbelievable! Am I understand this correctly: the contracts system generated a Kerbal-rescue mission and placed the kerbal inside the Fairings because it has command capabilities? If so, it's very strange, because an empty Fairings Hangar is, for all intents and purposes, a probe-core; there's simply no room for the crew (CrewCapacity is set to 0 in the config). Or is the mission is to retrieve the part itself? I agree the Skycrane is overpowered (for the sake of low part count); but there's no easy way to implement the gradual increase in functionality that you propose. In TCA it is possible because all TCA Modules are in fact pieces of one PartModule over which I have full control. But the Skycrane (I assume you mean the SpaceCrane part from Ground Construction?) is just a part full of stock modules. So the only two things I can do is to either strip some modules away (making it just a structural part with fuel) , or move it further to the end of the TechTree. The third option: to create a framework that would do what you describe with any part with any modules -- worths a new plugin.
  19. Ah, I see why this happens in Science Career. Fixed it, thanks!
  20. This indeed could be a claw problem. The attachment functionality is pure-stock. And thank you for the idea with KIS. I'm not sure I want it to be a dependency just yet, but I can at least look at the code. What do you use to attach to an asteroid with KIS? A concrete base?
  21. Sorry, I'm not sure I understand the terminology Which flight control elements are unlocked before their nodes? And what is the control box pop-up? As for you request, beleive me or not, I'm working on it right now; only on larger scale. As per previous requests, discussions and the poll results, I've finally started the UI overhaul. In particular, I will be splitting the interface into a set of floating control windows that could be rearranged throughout the screen to imitate a HUD; also, I will provide means to disable portions of TCA on per-craft basis to decrease the number of controls (why, this copter does not need orbital autopilots, does it?). You can get a feeling of what's to come with this mock-up:
  22. Yep, to use jets in VTOL mode TCA does often need a little help of fast-response torque provider like reaction wheel. But there's an option to go on RCS only: you can set your jets to Balanced Thrust mode. Thus, they won't respond to control input, but will remain balanced all the time. Then, in order to control attitude, you'll use RCS. Also, do you use VTOL Control mode in advanced pane? It'll help you considerably with such a craft.
  23. Depends on the list of mods you use
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