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allista

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Everything posted by allista

  1. Here's the next BETA version. Note: this is a debug version which will show CPS and AutoLander state vectors.
  2. Never saw anything like it But the part with despawning vessel is unnerving...
  3. Here's the next BETA version. Big changes to Radar, CPS, HSC; improvements of AutoLander, PN, GUI; bugfixes. Added FlightStabilizer module. Note: this is a debug version which will show CPS and AutoLander state vectors.
  4. In my experience it works fine in your scenario if you setup engine roles correctly. The only inconvenience is the need to switch roles when the booster separates, but it's doable. On the other hand, beta version has engine profiles that may be automatically switched on staging, so you may try it out, or wait until we publish it as stable.
  5. Thanks! Don't know if I can get the MJ waypoints to work with TCA, but I'll fix the NRE.
  6. Not quite so. The stable auto-differential-thrust part is still the essence of it. But on top I've already built a lot of autopilot functionality and high-level configurability. Try the beta if you're interested I understand the idea and that indeed would be great, but someone should develop and maintain that core, including stable API for everyone else; and modders would need to link against it, and there would be multi-version problems like with KAE, and so on. And that is an entirely different project from what we have now. The one that I couldn't pull out myself in my free time.
  7. I don't know about DTC-MJ collaboration, but I personally have not contacted either devs and haven't been planning to for two reasons: first, collaboration is time-expensive; I barely have time to develop TCA as I see fit (and even that is at expense of the development of the Hangar), but to coordinate three projects, to convert them to a common codebase... not untill Squad hires us, I'm afraid Second, I don't even see a technical way for such collaborations other than actually building a team to work on the same plugin (or a set of plugins with the common codebase). Otherwise it just won't work. When we, with smjjames, are done with the testing and bugfixing and TCA-3 is published these differences will be almost completely erased. But the overall divergence will only increase as TCA becomes more and more about automation and AI than manual control and finetuning. - - - Updated - - - I thought about this during a day and came to a conclusion that it would be easier for me to just add a simple programming interface to TCA itself than to directly implement your proposition. It is easier to implement all these triggers, timers and simple logic inside of TCA than to build a second system of controls to delegate the task. Besides, not everyone would want to use Smart Parts, but the idea of programmable autopilot is undoubtedly an appealing one
  8. So basically you need a TCA Controller part that exposes TCA controls through actions and part menue to control TCA via smart parts? If you're talking about all the controls (including autopilot, navpoint navigation, etc.), that's a lot of work. BTW, are you playing with stable version or with beta?
  9. I haven't used DTC myself, but users of TCA reported that they complement each other well. At least until I've also introduced engines profiles; but that's still in BETA. I'm also not aware of the differential thrust utility, but I seriously doubt that it is as sophisticated as TCA has become; the whole MechJeb, however, is beyond any competition But what is it that you've really wanted to know?
  10. Here's the next BETA versionand BETA debug version Fixed horizontal overshooting of followers in low gravity. Improved altitude control in low gravity; still overshooting, but that may be fixed only by reimplementing the radar. Fixed several issues with squadron commands. Optimized CruiseControl for heavy ships. Also, I'm leaving for a week
  11. Here's the next BETA version. Fixed radar issues caused by invisible colliders (like triggers on docking ports, etc.) Fixed altitude editing problem introduced in the previous version. Added height threshold for auto-retraction of landing legs as well. Added engine/group profile name editing. Greatly improved HSC control over manual engines for translation. Improved near-target navigation: crafts should now slow down more accurately as to not overshoot, especially in low gravity. Improved altitude control slightly to prevent vertical overshooting due to obstacle avoidance. Reworked debug lines to be GL.Lines, not triangles. Edit: also fixed the bug that caused followers to not gather around an idly staying leader. Note: this is a debug version which will show CPS and AutoLander state vectors.
  12. Ouch! I was actually trying to fix another bug this way
  13. Here's the next BETA version. Fixed several squadron commands. Added automatic landing gear deployment on manual landing. *Manual landing is defined as a steady decrease in altitude with horizontal speed of no more than 1m/s. The gear is deployed near the ground. Reworked GUI to be a little more compact. Added 'advanced' options pane; moved throttle sensitivity, named configs and other rarely used controls there. Note: this is a debug version which will show CPS and AutoLander state vectors. Edit: no infinite fuels by default)
  14. Unfortunately, yes. Apparently, it's a bug in the Toolbar itself. Try to rename or delete the GameData/toolbar-settings.dat file. *also, you can change the delay of auto-retraction in GameData/ThrottleControlledAvionics/Plugins/PluginData/ThrottleControlledAvionics/TCA.glob file, in TLA section: GearTimer value in seconds.
  15. Autoretraction is indeed a feature, and autodeployment is also there if you use the Land autopilot. To be able to auto deploy legs on manual landing TCA should somehow guess if you're landing or just flying close to the ground or building. I'll think about how to handle such situations. Meanwhile, I'll add an option to disable autoretraction to the next beta release. Oh, and keep in mind: versions that I publish in this forum are BETAs. The latest stable version (which is much simpler and has less features) may be found on KerbalStuff.
  16. No, it meant that it depended on vessel's Guid Edit: thus it was possible to make a formation by applying only local rules, without communication with other followers.
  17. Here's the next version. Fixed NREs on leader/followers crash, etc. (I hope ) Improved collision prevention by: 1) employing stop-turn-go strategy on sharp turns instead of smooth but chaotic maneuvering. 2) making maneuvering into formation sequential: now only one follower at a time can move to its in-formation position; others will have to fly on parallel courses. 3) making formation position depend on starting position of a follower instead of the rigid 'alphabetical' order. Made HSC control of manual engines adaptable. WIP. Added Squadron Mode: ability to assign a numerical ID to a bunch of vessels and then (if they're in range) control them all through TCA GUI of any of them. Naturally, not all TCA parameters are sent to squadron members, but autopilot commands are.
  18. Here, release build without infinite fuels and with the attempt to fix that NRE: https://www.dropbox.com/s/agskoyrs92wtg9x/ThrottleControlledAvionics.dll?dl=0
  19. Oh, i forgot about it. I can disable it right now by commenting a single line and publish a .dll I would say that 10 is a reasonable system overload; I've tested it on 8+leader different crafts.
  20. Here's the next version. Fixed uncontrolled ascent bug. Improved collision prevention by actually predicting collisions and decreasing amount of maneuvering near the target. Improved waypoint navigation: the speed near intermediate waypoints depends on the sharpness of the turn to the next waypoint. Added waypoint management in-flight; no need to go to MapView each time.
  21. Sorry, didn't have time to document it yesterday Reload Globals reload TCA.glob file; it is needed for tuning different parameters there at runtime. Reset forces TCA of current vessel to completely reinitialize; this is what happens when e.g. some part is destroyed. Ideally, when you push Reset nothing in the behaviour of the craft should change. - - - Updated - - - Here's the next version. I've added a real wedge formation of the followers to further decrease possibility of collisions...
  22. Here's the next version. Fixed autopilot resetting on collision. Needs testing. Improved collision prevention at descent/ascent. But can't guarantee that collisions will not happen at all. Needs testing. Warning: This is a debug version that will spam logs with messages and display CPS ship interactions.
  23. Ouch! And no one tried to fix the thing? At least figure out the wires using a multimeter and attach a generic ADC. Electronic components shops usually have complete circuits + some recording soft dubbed 'digital oscillograph' like this one Power supply shouldn't be a problem either, if you know the specs...
  24. Indeed a GC it is! An old one with attached custom made ADC->USB circuit and software >_<'
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