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MandatoryRCS This plugin revisit the stock balance between the overpowered reaction wheels and RCS thrusters which are useless outside of docking situations. It does not propose a more realistic simulation of reaction wheels but is a collection of tweaks aimed at limiting their functions and balancing the gameplay. Reaction wheels are turned into stabilizers, preventing your vessel to spin out of control and keeping it pointed at the direction you choose in the SAS autopilot. But they have a very low (and somewhat realistic) torque power when the pilot or the SAS request a pitch, roll or yaw rotation. This mean that like in real life, most crafts always need a few RCS thrusters (and propellant) to have orientation authority, but you still get most of the playability benefits of overpowered reaction wheels. As a side benefit, the plugin also fix the "timewarp rotation stop" stock behavior, and introduce a few related features like keeping the vessel oriented toward the SAS selection in timewarp and when switching vessels / reloading the game. Features Reaction wheels nerf Reaction wheels have two different torque power, the stock one and a heavily nerfed, somewhat realistic one. Nerfed torque provided on pilot or SAS rotation requests. Stock torque when SAS "Stability mode" is turned on. Stock torque when the vessel has reached the SAS selection (prograde, normal, target, etc). Torque output is affected by the vessel angular velocity : the faster the vessel rotate, the weaker reaction wheels are. Pods and cockpits built-in reaction wheels can't be controlled (they don't respond to pilot/SAS input) but still provide SAS stabilization. Reaction wheels in probes cores and independent parts can be controlled. Hiding of irrelevant reaction wheels right-click menu options and action groups. Rotation persistence trough timewarp and reloading Timewarping will not stop the vessel from rotating. Rotation is restored after timewarping, switching vessels or reloading. Rotation is not continuously calculated for unloaded (on rails) vessels, for minimal performance impact and code complexity. SAS autopilot persistence trough timewarp and reloading The vessel will keep its orientation toward the SAS selection when timewarping, switching vessels or reloading. The SAS selection is remembered and restored when switching vessels or reloading. Customization Features can be enabled, disabled or tweaked in the ingame "Difficulty Settings" menu. Download and detailed info Current version : v1.8 for KSP 1.8 Latest release and source from github MandatoryRCS Part Pack Small part pack to provide more RCS thrusters in a stockalike fashion Tiny thrusters (0.25 kN) With tiny exhaust effect RV-105 variations Download and detailed info Current version : v1.4 for KSP 1.2 to 1.7 Latest release and source from github
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In flight mode after using timewarp sometimes craft starts rotate and its orbital velocity changes. It happens after each using of timewarp. Also when craft rotates using only reaction wheels its orbital and other parameters, like apo/periapsis, target distance, change while it rotates. Also there was bug when craft with sas starts rotate on surface after kerbals left it, maybe problem was in not sas I don't know
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In flight mode after using timewarp sometimes craft starts rotate and its orbital velocity changes. It happens after each using of timewarp. Also when craft rotates using only reaction wheels its orbital and other parameters, like apo/periapsis, target distance, change while it rotates. Also there was bug when craft with sas starts rotate on surface after kerbals left it, maybe problem was in not sas I don't know
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I've written a mickey-mouse prototype of what might become a true KSP extension. It automates the modification of a quicksave.sfs file to transplant a KSC aircraft on the runway or on the launchpad to the Baikerbanur cosmodrome. Everything is straightforward except for the manipulation of the VESSEL.rot quaternion that expresses the vehicle attitude (presumably in Kerbin's frame of reference). I put the same craft in both places and observed the quaternion values, K and B. Then I wrote code that, for a vessel at KSC with quaternion 'p', performed the computation q = B.(Kinv.p) The idea is to use Kinv to back out the orientation for K and then use B to orient the vehicle for the destination. I am aware that quaternion multiplication is not the same as quaternion rotation. First difficulty is that I found I had to use different numbers for the categories os SPH (horizontal) and VAB (vertical) craft and I suspect flags fall into their own category as well. I thought I had cracked the code but the last teleport attempt was of a Screechcraft Starship and it arrived at Baikerbanur in a devilish twist. All of this is (necessarily) outside of Unity for the moment, but I wondered if any sage advice might be proferred? I've had half a shot at writing a real r.q.rinv rotation but it does not look promising. Another way of looking at this would be to find a rotation that is equivalent to rotating from KSC to Baikerbanur. Both have known coordinates, e.g.: KSC: lat = -0.097168916153244286 lon = -74.557681735503166 BKB: lat = 20.652140227285638 lon = -146.42383127125942 Any thoughts about this would be appreciated.
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- quaternion
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Hey I have recently come back to start playing after taking a break for real life. I am trying to get my old parts updated for 1.3.1 and new Unity. I have most of my config files working now and am almost ready to start a new career game.One file I just cant get the IVA to line up with the model ? The position and rotation command's don't work under the IVA config file. I seem to remember that this also used to not always work? I am not sure why this works on some models and not others? I know that the offset comand for the IVA in the regular part config works But I cant remember what is the command for changing the rotation? I tried rotate, rotation, and angle, and none of them work's. The offset command work's but I need to rotate the IVA 180-deg to make the hatch line up correctly? Anyone remember the command for rotation in the regular part configuration file? And is there a Wiki or something for config file commands "Thanks"
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- iva
- configuration
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Hi all, So I recently ran into an interesting issue that I've never really payed attention to before. First off, let me state that I am using RSS, but this topic should apply to stock as well, if perhaps to a lesser degree. I was returning a three kerbal capsule from the moon, and accidentally overdid the lunar escape burn. This meant that, while I had a good return trajectory, I'd be coming in retrograde relative to Earth's rotation. I didn't think this really mattered, until my capsule exploded on reentry. This was a capsule I'd returned from the moon multiple times before, and I hadn't modified my install or save game at all, so I was baffled until I realized the possible cause. I did some tests and it seems that reentering retrograde produces much more intense heating (approximately 100-200 degrees more). So here's my question. Is this realistic? I understand that the atmosphere is rotating along with the planet, but I wouldn't have thought it would cause any real differnce in airspeed during reentry. Was I wrong and atmospheric rotation is a much bigger issue than I suspected?
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- reentry
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Whenever I used to rotate something, it would snap to the nearest tick mark and I could get exact angles. Now, it is stuck so that when I rotate a part, it has infinite rotation snap.(I'm bad at explaining) Any Help?
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I'm creating a new ship through ProtoVessel.CreateVesselNode. I managed to place it correctly on the ground and got rotation to work properly, which I tested by using data from vessels saved in persistent.sfs. The next step is to get this working for any point on the planet, and that's where I got stuck. No matter how I try, I can't get the ship to point upwards like a proper rocket should. How can I calculate the rotation quaternion to point the ship upwards for any latitude and longitude on a celestial body?
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- celestialbody
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Hello, im recently working on stock propplanes. Im wondering if there is any way to messure the speed with that a vessel rotates, so i can compare different designs. would be nice if somebody has an anwser.
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While driving/flying propeller based crafts for more than 10 minutes all parts of the craft get increasingly jittery (and eventually break/crash). Tested it without mods as well, in KSP 1.2.0.1586. I'm guessing the problem is that the amount of rotation builds up and the accuracy of the whole physics engine decreases. Is it viable to normalize the rotation values once in a while to prevent this or should I stick to quicksaving & loading (which makes everything stable again)? Or maybe the cause is something different. Either way, stock propeller enthusiasts would appreciate the help.
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So im trying to build a lander and i found this very funny (and anoying) bug were the landing legs rotation axis is screwed with. IT doesn't let me rotate them to any "usable" rotation. On the left one i didn't do anything, and on the right one i really tried (for about 5 min ._.) Is it fixable? I have made 3 reinstalls and tried with and without mods. (none worked)
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when on EVA, I cannot get the kerbal to rotate vertically. This means that I often end up bumping my head into whatever I'm trying to interface with. If it's a railing and I'm in this orientation and hit F to grab on, this always ends up flinging me far off into space with my RCS off. I've gone through thread after thread and all the conversations mention it, but there's no mention on how to correct it.
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Hello everyone, I have a question about IVA animation/rotation. Is it possible to rotate / animate the origin of an InternalModule through a KSPEvent tied to a PartModule? The reason why I'm asking this is one, I'm very new to plugin development (very ignorant about what's possible or not), and two, I don't want to waste time trying to solve the impossible since this is the only reason I have to learn plugin development. For context, let me explain what I'm attempting to do. The plugin I'm trying to write is a PartModule called ModuleCentrifuge. I would like to (ideally) define a KSPField public integer called rotationalVelocity which defines the speed of rotation for the centrifuge animation. It is important that the craft be rotated through animation in a non-physical manner, to avoid physics calculations. A animation is then defined which rotates the part along the y axis (up / down in the VAB) as well as an expected attached internal space Another KSPField public float called ecRate defines the amount of electric charge consumed when the centrifuge rotates. Two KSPEvents are defined which are called "Start Centrifuge" and "Stop Centrifuge" which starts or stops the rotation of both the PartModule and InternalModule The impetus for creating this plugin, is to facilitate proper window view orientation in rotating centrifuge habitat IVAs. Any help / clarity / advice would be very much appreciated! EDIT: After teaching myself enough about both c# and the KSP plugin API, I have determined that, yes, everything I wanted to achieve is possible. Instead of rotational velocity I used rotational degrees per second (well, actually rotations per minute divided by 60). instead of two separate KSPEvents I use one to toggle between start and stop states utilizing Events["nameOfEvent"].guiName = "newGuiName" rotating the external model is accomplished by accessing the parent Part class, part.FindModelTransform(name of transform), assigning the found transform to a variable and then using Transform.Rotate(0, angle, 0) rotating the internalModel is accomplished by accessing the parent Part class child object internalModel which has the same method of FindModelTransform, so part.internalModel.FindModelTransform both the external model and internal model are accessible from within the partModule class, so there's no need to mess around with making a separate instance of internalModel.
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When using docking mode, you can set RCS thrusters on rotation or translation modes. This doesn't make the spacecraft rotate in full translation or rotation. Rotating on rotation mode will induce a small translation. The only way to fix this is to place all thrusters at exactly the same distance from the center of mass. For example, if I am using two thrusters pointing perpendicularly to the turning axis and one of them is at the centre of mass, that thruster wont fire. What I want is for both to fire with the same thrust. That will get rid of the induced translation. It would be nice if the the thrusters were balanced to act in full rotation or full translation. Otherwise, being able to edit which thruster pair you want to fire when rotating on each axis would solve this.
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- translation
- docking
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We should be able to choose which axis we want to free X,Y or rotation. Also smaller klaw would be nice.
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I'm looking for a mod that would be able to implement a particular axis orientated spin on a craft and maintain it at a specified RPM. Take for example, the Endurance by benjee10, http://forum.kerbalspaceprogram.com/index.php?/topic/90036-104-endurance-from-interstellar-090-beta-finally-updated-no-craft-files-yet/, which was constantly spinning on its axis. So that idea would be that no matter which direction of the part which the 'control from here' is set to, the craft would continue to rotate in a particular way. This is a little different from the excellent PersistantRotation by MarcusA380 http://forum.kerbalspaceprogram.com/index.php?/topic/102277-10x-persistentrotation-102/&page=1 but perhaps complimentary! Is it possible? Has it been done (and let me know) Would someone be willing to investigate/ create a mod to achieve this? Thanks, Peace.
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Using RCS on rotation mode sometimes induces translation, which makes docking really hard. It seems the thrust of each RCS thruster depends only on their position with respect to the center of gravity. The problem with this is you have to place thrusters exactly the at same distance from the centre of gravity for them not to give you unwanted translations. I think it would be nice if the thrust of each thruster was balanced to give you full translation or rotation instead. This way you could just place your rcs thrusters as far apart from each other as possible for maximum moment.
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I have a rocked that start turning. I can only thing and that is that the main command pod (root) is upside down. it does this ad launche and in orbital. it has size command pod face forward and the main facing back and three skippers. the same kind of contruction with the main pod facing forward doesn't do this. I'm playing with FAR and some more mods but I don'y think they will influence this. I would place a screen shot of the craft if I could find out how.
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- upsite down
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Greetings! : D I've been trying to figure out a method for measuring a crafts "wobbliness"/rigidity and have things happen when it's poorly constructed or subjected to excess stress. I've been looking into breaking forces and torque, but as I have understood, it is not possible to have Unity give up any values on forces applied to a part's joints, except when it has actually fallen off. I was therefore thinking of trying to measure parts relative rotation and position to its parent part (or joint). Then store the values at start of a flight. Then during flight check the offset values of the original position/rotation. Then finally, have thing happen when the offset values are too great. However, I've been trying for a while to figure out exactly what I should measure (or where I can get the information I need), but I'm still just as clueless as I was when I started. Any help would be greatly appreciated : D