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Everything posted by allista
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No, it's TCA feature.
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I'm very sorry, but there's one thing that I completely forgot. From the beginning, there is an option in TCA itself to disable TechTree integration completely and have it to work in career game like it would in a sandbox. The option is: IntegrateIntoCareer = true/false To use it, create (if it don't exist) the text file GameData/ThrottleControlledAvionics/ThrottleControlledAvionics.user and add it there at the top, setting to false.
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I know
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Oh boy The forum page is updated in the background automatically. No need for F5 As for the TCA update... it's coming. Along with AT_Utils, Hangar and ConfigurableContainers. And yet another new mod from me...
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Don't know, to be honest. But I'm updating it today, compiled against 1.2.2. So the new version will work for sure.
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Good news everyone! It seems I've found the bug that caused the black kraken. As is always with such things, it was subtle and tiny. Literally, one single statement was missing from the code, that, in some circumstances, produced a numerical error that accumulated with time and finally fired with nasty Inf-s and NaN-s in all sorts of places. Agrh... I'll soon roll out the new version with the fix; and much more...
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There's no problem in taking Gimbal into account; in fact, if gimball was not disabled by TCA, it would have been taken into account automatically. But there are two problems with using the gimbal. The first is that the stock ModuleGimbal is uncontrollable. It acts on its own and the only thing you can do is to limit its angle. The second is how it acts: when you need to "turn", it points thrust vectors away from the direction you need to turn to (the desired direction). This creates the torque that rotates the whole ship so that the line between the gimballing engine and the CoM became collinear with the desired direction. That's alright if you only care about general attitude of the whole ship: you just rotate it as you see fit. But, if by "turning" you mean aligning the total thrust vector with the desired direction, you're in trouble, because now gimbal works exactly opposite to your wish. So, in order to use gimballing properly with TCA, I need to write some sort of AntiGimbal module that will be controllable and would not turn the thrust away from the needed thrusting direction. I hope this is at least a little comprehensible...
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Sorry for the long absence. The end of a year at my work is an unavoidable armageddon Noted, thanks. I'll make it so that engines will be balanced in-editor (which causes the limiter value changes) only when the "Enable TCA" switch is toggled in the TCA UI. Nothing to worry about, it's an INFO message from TCA telling that some vessel configurations that were saved inside TCA Scenario Module are no longer needed as corresponding vessels are not found in the game. This occurs most often when a quicksave or another game is loaded. I probably should disable this message altogether, though.
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Like this:
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No offence taken I'm just trying to explain. This question was brought up many times already; and I myself would also like the models to look less... lego-like But I'm no artist and as far as I tried to study the texturing trade, good textures require imagination, skill, time and huge amount of work. I mostly lack the first three, and spend the last on coding *BTW, currently almost all models are metallic-greyish, not the green-orange that you see on the old screenshots. This still looks pretty lame, but fits the stock better.
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You misunderstood me. Or it's me who understood the idea wrong, don't know. I talking about patches to existing parts with existing stock fuel resources which may be converted by CC so that the resource could be switched withing the tank type. I.e. a stock wing has LF. With CC it also has LF, but it could be switched to Ox or MP; but not to store high-pressure xenon, for example.
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Constructive? You're welcome to retexture the models if you wish I'm a programmer, have only rudimentary modelling skills and no time to acquire ones. I have already spent more time on these textures and models than I like. The whole damn thing is totally outdated, I'm afraid And It'll be easier to recreate it from scratch; I hope I would have time for it soon...
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@Bit Fiddler, I'll look into the wings. One thing: I don't want to add the TankManager to wings, because, as I see it in terms of realism, adding construction elements inside a wing (i.e. tank walls) may disrupt the precalculated distribution of forces and made the wing less robust. Even more, I doubt one should be able to change the type of a tank inside of a wing (as with the type it will change its weight). So at most I would add a SwitchableTank with ChooseTankType=false option.
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Heck, I've posted the wrong file! Not surprising, considering the usual End of Year Apocalypse at work, which was the reason for my absence here. The correct one is this: https://www.dropbox.com/s/gd569qkf25h8wrj/TankTypes.cfg?dl=0
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Nah, @kcs123 is right. Thrust limit works exactly like the main throttle: it regulates the amount of fuel that the engine requests from the ship; so less throttle/limit means less fuel is consumed. Just like this (simplified, but true): requestedMassFlow = maxMassFlow*mainThrottle/100*thrustLimit/100 * modifier(pressure, speed) resultingThrust = requestedMassFlow * Isp(pressure, speed) This is common for rockets and jets (and all the stock engines). Depending on part.cfg, though, the Isp of a rocket engine usually does not change with speed and mass-flow modifier is constant. And jets add throttle hysteresis.
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Perfect. In exchange for this loss I add a new HangarEntrance module that, like HangarGateway, has its own docking space and spawn transform (which work exactly like that of the HangarStorage), but that can be added to the same part as the HangarStorage. So now you can have a single part with BIG storage space and small doorway. And you can add as many such entrances to the same HangarStorage as you like. Currently I'm testing it with a launchpad-like hangar for rockets...
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Yes, this is exactly what 'Maneuver' mode is for.
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Unfortunately, still nothing; your logs looks exactly like the ones @PmThay provided: almost no errors, then suddenly the camera is screwed... And I cannot reproduce it. Need to think more...
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Yep, this is a known and, unfortunately, unfixable issue of the dropdown list. It can be scrolled only if you aim the mouse at an entry and use the mouse wheel. I will replace the dropdowns with a less fancy but robust left-right-choosers (as in Configurable Containers) and/or with simple lists.
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@SpannerMonkey(smce), @flywlyx, do any of you use the UsefulSizeRatio option of the HangarStorage module? If not, I'm removing it, which means the hangar-space mesh will become mandatory for HangarStorage.
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Thanks! And no matter: the output_log.txt contains all the information there is.
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Well, this does look like TCA is the culprit somehow. The problem is, there's nothing in the logs; and, frankly, I've no idea how it could be happening, as TCA does nothing with cameras, at all. @BadLeo, these are definitely not the logs from the game you're running. The real ones must be somewhere else. Are you on Win/Mac/Linux? And using Steam, as I see. Try to google about where the logs might be, please? Another difference between you and me is the 32/64 bit systems. I'm still running 32...
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I've looked through the logs and tested the Mk2 craft (Mk-IV is next). Results so far: The Test-Mk2exp craft flies flawlessly (but to be honest, it's a little hard to control being upside down in the cockpit ). Log does not contain any errors related to TCA (except the one reported earlier by @Denko666, which is non-fatal GUI stuff), but has a bulk of error messages about compilation of internal spaces of Mk2 pack. Then again, my log contains all the same messages with no effect on the game. The other error that the logs are spammed with is "Look rotation viewing vector is zero", which appears out of nowhere right after the flight begins. This, I suppose, corresponds to the glitch with the camera. So it seems that something else is causing this trouble. But I have no idea as to what it could be Something is wrong with these logs. According to them it's an absolutely clean KSP install without any mods.
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Unrelated to the previous: Could someone playing KSPIE do a sanity check of the added resources? Specifically, if the resources correspond to the assigned TankTypes and if the unit/volume ratios (which are all 1 right now) give the expected amounts of resources for stock containers. Here's the new TankType.cfg; to check it, replace the original ConfigurableContainers/TankTypes.cfg; you can also look through it using any text editor. https://www.dropbox.com/s/ltpheqcniutvfwb/TankConfigs.cfg?dl=0
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Because the Hangar makes its own use of asteroids. Using the Hangar (without ART) you can mine asteroids for Ore and use the freed space to store resources and ships. It is just not recommended to use both Hangar and ART.
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