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allista

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Everything posted by allista

  1. Good question. As far as the forum/bugtracker goes, TCA3 is usable enough to be called stable. The only thing that holds me (aside from my main work) is the most boring part -- the unfinished Manual. With so many new features I dare not publish without it. And don't remind me of v1.1... It's a modder's nightmare! Every plugin will be badly broken when it's out. Changing game engine's major version always wreaks havoc.
  2. Haven't heard of the air-to-air refueling mods, so can't say what is needed for them to work, but currently the Anchor module in TCA allows to "pin" the craft to a point on the surface underneath it; after some oscillations around that point the craft should, eventually, settle above it with almost zero (~0.1m/s) constantly corrected drift.
  3. TCA3 always uses a profile. If you haven't made/modified any, it still uses the Default profile which is autocreated from the prelaunch engines' configuration and then is modified only on staging or manually. So I'm sure of the cause; the question is how automatically modify the active profile on action groups toggle; and I think I know how.
  4. I see. It's the profiles at work: the active profile enforces engines' state. It is overriden by staging though; I'll try to implement an overriding on action goups. Thanks!
  5. Sorry to hear it. What do you mean by "locked out of using action groups"? I've never encounterd such problem. As for the Valiant, could you make an archive with the craft file and required mods so that I could test this wobbling issue? The balancing algorithm grew complicated to accomodate various engine types (especially jets and fans), so regressions might be expected, but if possible, I want to fix this. RCS: if it was enabled, TCA should have used them, for it simply modifies the control input -- no difference between you pusshing the key or TCA trying to rotate; but, TCA also balances RCS thrusters as it does with engines, so output of some thrusters may be limited. Also, if you have engines in the Maneuver mode, they are used for rotation/translation as well; and, of course, Main engines, if throttled.
  6. Hmm... it shouldn't be possible as the GUI window is forcibly kept within screen bounds. I'll try to figure what may be wrong on the code side; but more info/tests would be appreciated.
  7. @sebi.zzr 1) from the video it seems that the cause of oscillations are wings/control-surfaces; TCA does not account for them (yet?), but they usually create large enough forces to mess up the overall balance. 2) Staging: seems like a bug. Will investigate, thanks! 2.1) gimbal limit is controlled by TCA dynamically to decrease possible oscillations; without it highly gimballed engines would be totally unusable with TCA. 3) oh, some hard time for you then I only hope it won't cause him/her too much trouble. My nephew spent several days with high temperature at that stage... Esc button problem. Never seen anything so strange. The game should be paused when the menu appears. And the TCA certainly is; but physics works and time's still ticking? I doubt, though, that it is TCA related.
  8. @Kowgan, what I'm trying to do is the universal Rendezvou function which will work almost like Brake Near when orbits are already have a close enough meeting point. The difference being some automatic course corrections and a final close approach routine. At the moment, though, the Rendezvou program uses the Brake Near... You mean make this switch global, instead of per-vessel? Because it is saved in a vessel configuration. @Alek, I don't see neither a crew nor the probe-core. The game probably considers your vessel as uncontrollable, hence no TCA GUI. Try to add a probe core if you don't want to risk kerbal lifes
  9. Micropoll In your opinion, will a full-fledged Rendezvou Autopilot make the Brake Near Target function redundant/obsolete? Because I've almost implemented the former and want to remove the latter, but leave the Match Velocity function intact. *also, no bug reports? No bugs? Really???
  10. Spoilers, spoilers! TCA3 new orbital autopilot programs
  11. Flying to Copenhagen today to see my brother! BTW, preparing a set of new cool features of orbital maneuvering with TCA for you. Because I can't just fix all the bugs and make a release, can I?
  12. TCA3 BETA v39 2016.02.27 This is a Release build, meaning there's no color debug lines protruding from each vessel and much less spam in logs. Also, this is the first release of the full career-mode integration. As I said before, it is a big change in TCA internals, so there bound to be some nasty bugs.
  13. UPD: so far so good. After catching half a dozen of NREs and two bugs totally unrelated to the modular framework all works as before in Sandbox. Next: tests with Career mode... BTW, could anyone look at the TCA Parts spreadsheet and tell me if the costs are sane?
  14. Well, you wouldn't believe how much simplified it already is! What depends on what is simple: black arrows are just the TechTree as it is. And red arrows work like this: LandingAutopilot--->Anchor means that for LandingAutopilot to work, Anchor should be already purchased. As for problems, there shouldn't be any, for the framework checks all the dependencies automatically. And if the part is purchased, its function(s) will become available if and only if all its dependencies are also purchased. And what is the "path that mechjeb uses"?
  15. First attempt to distribute TCA Modules along the TechTree All the nodes are just the stock TechTree nodes. Black arrows are, again, stock TechTree connections. Green nodes contain TCA Modules. But mind the red arrows: they represent explicit module dependencies. So that, for example, LandingAutopilot--->Anchor means that for LandingAutopilot to work, Anchor should be already purchased. Note, that these dependencies are not imaginary, but arise from the way TCA works. So consider them to be an invariant. Unfortunately, the stock TechTree is not very well suited for autopilot-like functionality. Any comments or suggestions? To add to the chaos, here's also the graph of TCA Module Dependencies themselves. The mirror of those red arrows.
  16. For the last week and a half I have been working on the new modular framework inside TCA that allows for TCA components to be optional and be linked to pseudoparts in the tech tree. The framework and tech tree configuration are almost finished. But the changes that had to be made are profound, and there bound to be bugs in the previously working functionality. So when it's finally operational I'll ask you to put your effort into testing. Without this framework I obviously cannot release TCA3, as adding it later will produce all kinds of confusion and complaints.
  17. Well, after all TCA is about engine balancing, and you can't balance a single thing But my tests with a single-rocket-engine ships (think of a classic rocket) were good: altitude and attitude, controlled landing, navigation -- all worked well. Could you may be make a demonstration video of the problems you're referring to?
  18. Sorry, but I couldn't come up with a better icon; not an artist If it was lagging behind, it was probably packed for orbit at some point and then was destroyed by the game as being "in orbit while in atmosphere".
  19. It's a known problem with the Toolbar. Heavens know why, but sometimes its data file becomes corrupted which results in such behaviour. You need to either delete/rename the GameData/toolbar-settings.dat file, or you may set the UseStockAppLauncher option to true in the GameData/ThrottleControlledAvionics/Plugins/PluginData/ThrottleControlledAvionics/TCA.glob file.
  20. What I do when an engine is in a flameout: at the start of the physical frame set thrust limit to 10% and main throttle to 100%. If there's enough air intake, the engine starts.
  21. If you're going to try the beta, there's an in-game manual available. It is not complete yet, but already has plenty of information. As for squadron commands, right now they are limited to flying in formation: pack-and-unload KSP mechanics prevents automation away from the active vessel. You may, e.g. set flight altitude or velocity, order the squadron to follow or land, that sort of thing.
  22. TCA3 BETA v38 2016.02.20 This is a Release build, meaning there's no color debug lines protruding from each vessel and much less spam in logs.
  23. Oh, hell, the oakhead of mine! The email was in spam. It was sooo long since anything useful got there that I totally forgot to check. Thanks for the advice, it helped, though in a non trivial way Bingo! =]
  24. After 1.5 months I think it's time to end the poll about TCA3 gameplay specifics. There were 165 votes in total, and the results are more or less clear. One thing I want to mention, though, is the strange "quirk" in the data: the second graph shows the time (in seconds) between successive votes, and there's a striking dent in it. More than 20 votes in a row were made less than 30 seconds apart with the exact same answers. Statistics says that the probability of this being a random event of 20 people voting at the same time is too low; so I have to consider this as a deliberate attempt to sway the vote. Be as it may, I decided to exclude all these votes but one, which left us with the picture you see below. The data itself is available as a csv table. All command modules will continue to have TCA onboard. TCA updates in career mode will immediately affect all previously launched vessels. Various TCA functionality will be distributed among TechTree nodes using dummy parts.
  25. As soon as I receive an account confirmation email from them. I've filled in the registration form 16hrs ago
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