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Everything posted by allista
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Wow... just wow! But now I understand the problem. Your rocket has low control authority: it's too heavy, control surfaces are small and few and so on. So despite the correct engine configuration, TCA is unable to steer the beast as quickly as it should (see the "Err: 22.5°" display?). In that case TCA lowers the throttle to decrease overall error of the maneuver. This is arguably not the best strategy for all scenarios, but for most it gives more accuracy and fuel efficiency. The best way to handle this, as I see it, is to add several radial RCS thrusters at the top of the rocket (as far from the CoM as possible). This will allow you to have more leverage independent of the throttle. Or, if RCS are too weak, add some LFO thrusters in Maneuver mode (they will still be limited by the throttle, no way around it, but otherwise they will act like RCS). I'll think about how to improve the autopilot to work around such cases. Thank you for the report!
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Strange enough, but I just had the exact same issue. Once. Trying to reproduce...
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Picture? Anyway, I suppose you're trying to launch a classic rocket with engines aligned with the CoM? Then you should set those axial engines to UnBallanced Thrust mode. I think I'll try to make TCA guess the most probable mode by engine's location/orientation, but for now you have to assign them manually. Please, read the Manual about engine mods.
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Set those two engines to "Thrust" mode; disable VTOL Assist and Flight Stabilizer; do not enable anything you don't want to.
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Thanks a lot! Yesterday I have found another issue that should be linked to this one. Both seem to be due to API changes of which I was not aware. Right now I'm trying to understand how things work and fix it...
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I've played a little with this problem. It turned out I was wrong with my guess: the RAPIERs are not at fault (they respond faster than jets for that matter). What happens is that Attitude Control of TCA cannot cope with the combination of slow thrust change and large torque. It takes into account engine's response speed, but it is not an AI (yet), so there's limits: when you place slow engines this far from the CoM, even the slightest variation/oscillation of their thrust due to control loop hysteresis results in enough unwanted torque to cause what we see. I will try, as I said, to tune the Attitude Control a little more, but this will take time and the result is not guarantied. But you can already guess a simpler solution: just place those engines closer to the CoM. At some point the instability will be gone.
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After several different tries with and without RT2 I still cannot reproduce this. Full log could probably shed some more light on what's happened.
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I'm sorry, but you can't use TCA versions above 3.1.0 with KSP-1.1.2. TCA-3.2.* are only compatible with KSP-1.1.3. Here, see the Changlog page at SpaceDock: http://spacedock.info/mod/198/Throttle Controlled Avionics
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hangar_trigger is converted to a trigger-collider in Unity, so yes, it defines the trigger; it can be added directly as a collider. The launch point and orientation is defined by launch_position Empty. hangar_space should be a mesh with faces looking inward; this mesh (albeit without renderer) is used to check if a ship could be fit inside the hangar. Otherwise (without that check) a launched vessel (which is spawned inside the box) can intersect colliders and explode along with the hangar. @Eskandare, if you're surfing the repo, make sure you're on the current development branch: https://github.com/allista/hangar/tree/Hangar-light
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I feel I need to end the BETA phase and publish this all once more...
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First of all, you're playing KSP-1.1.2 and are using an old version of TCA. I can't provide technical support (bugfixes, etc) for that version as the development went too far from that point. Also, the log you provided indicates that KSP has crashed before it was fully loaded due to memory allocation error (insufficient memory). The log is overwritten on each game launch, so you need to reproduce the problem in the game, exit, and right after that share the log.
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Ah, not so simple, I'm afraid: you need to add some special meshes and transforms to the model (hangar space, trigger, launch position) to have something meaningful. You also have to make many colliders for the walls... I was writing a HOWTO for that, but it isn't finished -- only the modelling part is covered. Still, it's a good place to start: https://github.com/allista/hangar/wiki/HOWTO-for-Modders You may also look at the actual blender models I made for this mod to have the idea. The inline one, for example: https://github.com/allista/hangar/blob/master/Assets/inline-hangar.blend
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Yep, I see what you mean. Reproduced it with the similar design. It seems the RAPIERs are too slow, much slower than conventional jets (which is incorrect: the original SABRE design should act as a rocket engine in stationary operation). Nevertheless, I'll try to correct the algorithm which tries to adapt to slow engines. Yea, they're usually several Mb of text long. So GDocs, DrobBox, PasteBin, etc. Only you forgot to give permissions to the file; I've requested them.
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Then this looks like a bug. Could you please share the logs? *in case, how to find them: https://github.com/taraniselsu/TacLifeSupport/wiki/Help
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Thanks for the report! Yea, sorry, TCA depends on the older AT_Utils. Here's the dll compiled against the beta version used in Hangar: https://www.dropbox.com/s/5mz82dqp9s7kwbj/ThrottleControlledAvionics.dll?dl=0 Just replace the old one and it should work. As for the Fairing Hangar, I'll investigate. The last time I checked, all worked well. BTW, by "try to put" you mean in Editor?
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First of all, this craft should be susceptible to overwhelming aerodynamic forces, especially with FAR. Try enabling aerodynamic overlay (F12) and see what's happening. My guess is: as soon as you speed up to +10m/s any considerable attack angle of the fuselage should flip you over. The "Low Control Authority" is somewhat indicative of that. Anyway, I'll try to reproduce the craft and the problem.
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May I see the ship (screenshots), or if it's stock, could you share the .craft file?
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Well I admit, I never tested ballistic jump with any kind of jets and in thick atmosphere (like Kerbin). Does you craft otherwise (i mean hovering, maneuvering, flying...) performs as expected? Have you tried the VTOL Controls under "advanced"?
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Do you mean the TCA's ballistic autopilot, or something else? Anyway, I doubt that an atmospheric jet VTOL is a suitable craft for ballistic trajectory; engines can't cope with aerodynamic forces on such speeds. That's why we have ballistic rockets, but no ballistic planes or helicopters On an atmosphere-free planet/moon, though, you may use ballistic trajectories with anything that have enough thrust.
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Hangar-2.9.9.4-BETA for KSP-1.1.3 Changelog: Hangar per se: Added back MobileSmelter and converted it to stock ModuleResourceConverter. Without it it was impossible to create resource tanks within asteroids. Asteroid resource tanks are built from "Metals" resource from the CommunityResourcePack now. Corrected Ablator amount of the Square Heatshield. Corrected Asteroid Drill's ThermalEfficiency curve. Added ModuleFuelJettison to Asteroid Drill. Configurable Containers 2.0: Added tank volume configurations. These may be provided by mods as well as defined by the user through the Tank Manager GUI. A configuration is a set of tanks of particular type and resource with relative volumes. When you add a new tank in Tank Manager you may choose a configuration as if it was a simple tank type; but the volume of the new tank will be divided proportionally between the tanks defined/saved in the configuration. CC currently provides a single predefined configuration "LFO" which is the standard rocket fuel tank (45% Liquid Fuel + 55% Oxidizer). @Nori, if I'm not mistaken, it is you who have suggested this feature long ago. Tanks with the Tank Manager and more that 1 configured tank now provide a simplified version of the Tank Manager GUI in flight to unclutter part menu. Part Patches: Added back Hangar's Multipurpose Resource Tanks, but as a patch within CC rather than as part of the Hangar itself. Added Patch for ALL stock tanks (LF, LFO, MonoPropellant, Xenon, Ore). The LFO patch may conflict with the analogous patch from InterstellarFuelSwitch, so it currently only applies to parts without IFS module. If you don't like these patches, you may safely delete the GameData/ConfigurableContainers/Parts folder. In any case, I would greatly appreciate any feedback. Corrected TankTypes configuration. Many-many bugfixes. For Modders (@Stone Blue, if you're still interested): Added the DoCostPatch option that provides easy way to patch existing parts without change of initial cost. Modifying tanks of such part in editor does change its cost as usual. Added ability to use TANKCONF nodes (which define tank configuration rather than a single tank) along with TANK nodes to partition tank's volume. Added ability to use named volume configurations as tank types (see SquadPatch.cfg for examples, the LFO section). When you use ModuleTankManager, only the topmost Volume parameter indicates the tank's total volume in m^3; all residing TANKs' and TANKCONFs' Volumes are interpreted as arbitrary proportions (e.g. may be 0.1, 0.3 and 0.6, but may also be 34, 102 and 204 with the exact same result).
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Yep, @kcs123 is absolutely right. Your craft has many lifting surfaces perpendicular to the vertical direction. Hence, when you start to go up/down, the huge drag they produce exerts such torque that vertical engines (which in that case have relatively small lever) can't counteract. Enable the aerodynamic overlay (F12 or F11, don't remember) and see what happens...
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Thanks for the report! It looks to be on my end, I'll look into it.
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This is totally harmless. Each time TCA re/loads its global settings it searches for a file with user's overrides. As you didn't create one, the search is failed, producing this message.
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Have you took the poll then? Could you post some screenshots of your ship and this behaviour; or its .craft file if it's stock? Without it I can't figure what's happening. Sorry, but I can't quite grasp the essence of what's going on in this video. A rocket with a bunch of RCS thrusters pointing in every direction?
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Feel free to ask any questions that might arise. I also can provide you with an example configuration of containers that I had in this mod previously: https://github.com/allista/hangar/blob/master/GameData/Hangar/Parts/AsteroidHangars/ResourceTanks.cfg Note the SimpleTextureSwitcher module that is also provided with the ConfigurableContainers. And the GUI looks like this: https://github.com/allista/hangar/wiki/Switchable-Tanks
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