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allista

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Everything posted by allista

  1. Thanks) I'll think it through when I start to work on it
  2. It pushes throttle to 100% when you enable Vertical Speed Controll with Main Throttle option. In that case, you need to set some positive vertical speed for engines to begin their work. Yep, that was the first thing I thought about. The implementation, however, is not trivial, because currently all TCA calculations are performed in one physical frame.
  3. Indeed, you can change their thrust simply because it is defined via variable in a part.cfg. What MJ and TE are doing is they dynamically change this value. But from the stock point of view this is cheating, otherwise stock RCSes would have had their own thrust limiters. Their absence indicate (as I see it) the idea that these thrusters have such technical limitation. I.e. they are optimized for short powerful blows with constant thrust, not for continuous but variable thrust. Still, I will try to figure something out with RCS...
  4. Great! The fix will be included in the next release. Meanwhile, everyone who experiences this problem may use the patched dll, which is available as a download option in the current release on GitHub.
  5. What do you mean by 'blocks itself'? It's intended behavior is to revert things on pressing the wrong key, displaying an on-screen error message.
  6. Thanks a lot! With this log I've finally nailed it. And I suspect it is indeed the OS-Unity thing, because, unlike in other cases where Unity provides KeyCode with key-down event, in your case I get the None KeyCode and the character in ASCII that was pressed. So I've wrote a workaround that detects this situation and tries to convert the character to the KeyCode. Unfortunately, it is easy to do with the alphabet characters, but converting other keys would require another two pages of code to manually map the characters to the code names (e.g. the '/' to 'Slash'). Here it is: https://github.com/qfeys/ThrottleControlledAvionics/releases/download/v2.3.0/ThrottleControlledAvionics.dll Please, do try it and tell me if it works for you. - - - Updated - - - TCA works perfectly in space. The only options that are not available there are Vertical Speed Control and Kill Horizontal Velocity. For obvious reasons of not having either vertical or horizontal velocities
  7. I can't think of a way TCA can affect this. The only thing it does is it sets the Thrust Limiter. It's the exact same limiter from the engine's context menu that you can set manually. So I bet the problem is in the KSPI turbejets themselves. But you can test it by manually lowering the Thrust Limiter to zero, not using TCA. Thanks for the report. I'll try to manage the help text, though with the Unity's GUI framework it's always obscure how things work and how to obtain the desired result As for the key binding: it's a known problem which I still cannot reproduce, so I guess it's a some kind of OS-Unity-Locale combination or such. Right now TCA should output some debug messages when you're trying to change the key. So I would ask you to try it once more and to publish the output_log.txt after that. I'm thinking about some way to incorporate RCS thrusters as well, but they are not engines: the have completely different programming behind them and you cannot change their thrust at will without cheating (e.g. the one that MechJeb uses). In any case, using any engines to kill horizontal speed implies considerable changes in TCA main computations, as you will need to optimize not only torque, but also thrust (both direction and magnitude). I hope it does Sorry for not answering right away. I was on vacation and after that had worked on the new release.
  8. TCA v2.3.0 with basic support of Jets and other slow engines is released. All download links are in the main post of the thread. And here's some explanatory video...
  9. TCA v2.2.1.1 compatible with KSP-1.0.4 is released. All download links are in the main post of the thread.
  10. No, you are getting it totally right. That's what I have in mind and will implement in the next release. Not soon, though
  11. The provided KAE is v1.7.4 -- the latest. So it's something else. ModuleManager maybe? Could you post the log?
  12. Nothing there, except some error from KerboKatz related to AppLauncher. Irrelevant. Sorry, but I forgot to mention: the log is rewritten on each game start. So in order to get a relevant log, you need to start the game, reproduce the bug, exit, and then save the log to dropbox.
  13. Hangar v2.3.2-BETA2 for KSP 1.0.2 is released You can download it from my Dropbox for testing I do not recommend to use it with your main game ChangeLog: Heat production by Converters now uses the new stock mechanism. Adapted engines to the new ModuleEngines API.
  14. Looks like a good old conflict with some other mod badly handling the OnNewVesselCreated event. But I should see the logs to know anything. If you're on Windows, please, share the KSP_Data\output_log.txt somehow (pastebin, dropbox, etc.); on Linux it's ~/.config/unity3d/Squad/Kerbal Space Program/Player.log
  15. Yep, I have that planned as a next-major-release feature. But I won't be able to work on it until autumn, I'm afraid.
  16. 1) I'm not quite sure about a hangar with the mesh of Fairing. Why? 2) noted 3) that's deliberate: you can't transfer crew or recources through a inflatable canvas tent.
  17. It would be grate if you'll try out the new version and report back if you encounter any problems. I can fix bugs, but I don't have the time to play KSP to test the mod.
  18. A poll about TCA Toolbar button behaviour, as it seems the most confusing now. I'll leave it open at least untill August, so take your time.
  19. I doubt this is a good idea -- with beta status, anticipated bugs and all. As soon as I release it as a stable and update on KerbalStuff, CKAN will catch up automatically.
  20. Strangely enough, I was unable to confirm it with the quick test I performed: made a copy of a stock engine and added ModuleCommand to it. Probably, the issue is in the Endeavour Lander itself. I'll try to look at the config. Here's the video:
  21. Added the KSP 1.0.2 compatibility changes checklist.Feel free to add to it if you know some other staff that Squad added to parts. New parameters? New modules? Changed meaning of some parameters?
  22. If only I had time to finish the howto now. The conversion still requires some modelling skills though...
  23. Don't know if you have already had help with this, but my first guess is: the ModuleManager is missing. It is necessary for engine modes to work (it adds corresponding module to engine parts). - - - Updated - - - Can't tell you anything without a .craft file or a screenshot at least. What you describe looks like engine-response-time problem, but you tell the response is quick. I need to see the vessel. SAS is turned off automatically when Kill Hor Speed is enabled, for obvious reasons. - - - Updated - - - First, the obvious: TCA button appears only in-flight, only for vessels that have engines, and in career mode only after you purchase the TCA upgrade in the TechTree. Otherwise, folks here have reported that deleting the Toolbar config (GameData/toolbar-settings.dat) helps with the missing button. As an option, you may force TCA to use the stock AppLauncher instead of the Toolbar: change the UseStockAppLauncher = false to true in GameData/ThrottleControlledAvionics/Plugins/PluginData/ThrottleControlledAvionics/TCA.glob. - - - Updated - - - FatherLawrence is right: airbreathing engines (at least jets) have too large throttle response time to be usable with TCA. - - - Updated - - - 1) it is possible with the proper PID controller on the vertical velocity instead of my black-magic controller I compiled with trial, error and some statistics. But, that would mean constant oscillations about the set-point, no way around it (just like with the horizontal speed where a PID controller is implemented). I've done many tests with different setups of current and PID controllers for V-speed, and I reasoned it is preferable for engines and the whole vessel to have constant V-thrust and asymptotic velocity rather than constant velocity with jittering thrust and tremors all over the ship. Think about poor kerbals *also I could show you the figures and graphs some other time 2) Well, I guess I've just explained this too. If you want a constant speed (zero in this case), you have to oscillate; I'm not as good with physics as to compute the critical oscillation mode with so much variables and floating point errors. 3) It's a long standing problem which I don't know how to approach yet. All current calculations are instantaneous: each frame I have a working solution for the current engines' thrusts and current user/SAS input. With inertial engines like jets I get unsolvable system half the time... - - - Updated - - - 1) Please, read the OP, it explains how to obtain TCA functionality in career mode (partless TechTree upgrade in Specialized Control). Unless you have it, you won't be getting TCA button and funcs. 2) For those of you who would like to have TCA right away even in career: there's no need to edit TechTree.cfg. In TCA Globals (GameData/ThrottleControlledAvionics/Plugins/PluginData/ThrottleControlledAvionics/TCA.glob) there's an option just for that: IntegrateIntoCareer = true. Change it to false.
  24. I'm sorry, but I'm not sure I will have the capacity for anything but bughunting until autumn. So you'll have to device something for now.
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