Gordon Dry Posted June 15, 2017 Share Posted June 15, 2017 (edited) Would you provide patches to include FARControllableSurface into the following parts? SSTU/Parts/ShipCore/Series-E/SC-E-EL/SSTU-SC-E-EL SSTU/Parts/ShipCore/Series-E/SC-E-ER/SSTU-SC-E-ER SSTU/Parts/ShipCore/Series-E/SC-E-WT/SSTU-SC-E-WT I would much appreciate that. Reason: Edited June 15, 2017 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted June 15, 2017 Author Share Posted June 15, 2017 6 minutes ago, Gordon Dry said: Would you provide patches to include FARControllableSurface into the following parts? SSTU/Parts/ShipCore/Series-E/SC-E-EL/SSTU-SC-E-EL SSTU/Parts/ShipCore/Series-E/SC-E-ER/SSTU-SC-E-ER SSTU/Parts/ShipCore/Series-E/SC-E-WT/SSTU-SC-E-WT I would much appreciate that. Seeing as how it states in the OP that FAR is not supported.... it is not likely; you are really asking in the wrong place. -I- won't be making them (do not use FAR, not going to take the time to install it just to try to make patches that I have no idea what they do/are for). From the OP: Quote FAR - Unsupported. You are on your own if you choose to use FAR. Any problems involving FAR needs to be brought up in the FAR thread. However, if someone who -does- use FAR wanted to submit a PR for some patches, I would more than likely be willing to include them in the releases (I used to have some community provided FAR patches many months ago). (Hint, hint.... if really you want to see them, its probably best if you make them up yourself) Quote Link to comment Share on other sites More sharing options...
DocRockwell Posted June 16, 2017 Share Posted June 16, 2017 (edited) In career mode (ksp 1.3, latest SSTU with procedural fairings) I'm not able to increase the diameter of any of the fairing bases past 1.5 m. I've unlocked the technology and purchased the upgrade, and in my save file it shows SSTU-FR-D1 and SSTU-FR-D2 = TRUE under the unlocks section, and I'm able to increase the diameter in sandbox mode. Any idea what might be going wrong? EDIT: Figured it out, needed Advanced Aerodynamics in addition to the fairing base upgrades (Specialized Construction) Edited June 16, 2017 by DocRockwell Quote Link to comment Share on other sites More sharing options...
tater Posted June 16, 2017 Share Posted June 16, 2017 27 minutes ago, DocRockwell said: In career mode (ksp 1.3, latest SSTU with procedural fairings) I'm not able to increase the diameter of any of the fairing bases past 1.5 m. I've unlocked the technology and purchased the upgrade, and in my save file it shows SSTU-FR-D1 and SSTU-FR-D2 = TRUE under the unlocks section, and I'm able to increase the diameter in sandbox mode. Any idea what might be going wrong? I just tested this with just SSTU, and it works fine. Maybe PF is messing with it some how? Quote Link to comment Share on other sites More sharing options...
DocRockwell Posted June 16, 2017 Share Posted June 16, 2017 Just now, tater said: I just tested this with just SSTU, and it works fine. Maybe PF is messing with it some how? Yeah, there's two separate upgrades required: Fairing base diameter upgrades in Specialized Construction (2.5 m), Composites (3.75 m), Meta Materials, etc.; and Procedural Fairing upgrades in Advanced Aerodynamics (4 m) and Heavy Aerodyanmics (12 m). Not sure if this is intended. On the one hand it does keep you from skipping out on aerodynamic tech, but on the other hand it can be kind of confusing as to why the tech isn't being unlocked. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted June 17, 2017 Share Posted June 17, 2017 @Shadowmage I haven't been following this thread for a while, life, but I'm back now. I wanted to ask if there was any chance of TCA integration or if you're already working on it for the grouped engines? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 17, 2017 Share Posted June 17, 2017 On 15.6.2017 at 10:12 PM, Shadowmage said: Hint, hint.... if really you want to see them, its probably best if you make them up yourself I just was in the modd of findout out where to start and found thishttps://github.com/ferram4/Ferram-Aerospace-Research/wiki/Deriving-FAR-values-for-a-wing-using-Blender-2.7 It starts with the need of installing blender and importing the model. Hmm. I really have to think about this. Installing and importing. Because - well - it's not my models. You know? Perhapsy perhaps. Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 17, 2017 Share Posted June 17, 2017 3 hours ago, Gordon Dry said: I just was in the modd of findout out where to start and found thishttps://github.com/ferram4/Ferram-Aerospace-Research/wiki/Deriving-FAR-values-for-a-wing-using-Blender-2.7 It starts with the need of installing blender and importing the model. Hmm. I really have to think about this. Installing and importing. Because - well - it's not my models. You know? Perhapsy perhaps. That doesn't sound particularly odd to me. This is KSP modding, after all. Quote Link to comment Share on other sites More sharing options...
SpaceEnthusiast23 Posted June 18, 2017 Share Posted June 18, 2017 Does this still work with 1.2.2? Quote Link to comment Share on other sites More sharing options...
tater Posted June 18, 2017 Share Posted June 18, 2017 12 minutes ago, SpaceEnthusiast23 said: Does this still work with 1.2.2? The last version for 1.2.2 does. Look a couple/few pages up, there are some links when someone else asked the same question. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted June 18, 2017 Share Posted June 18, 2017 Version x.134 is the last KSP1.2.2 release, the newer ones are only for KSP1.3. All versions can be found on the SSTU Github page here: https://github.com/shadowmage45/SSTULabs/releases Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted June 18, 2017 Author Share Posted June 18, 2017 On 6/17/2017 at 3:40 AM, GoldForest said: @Shadowmage I haven't been following this thread for a while, life, but I'm back now. I wanted to ask if there was any chance of TCA integration or if you're already working on it for the grouped engines? I was unaware of any problems with TCA (nothing has been reported previously). Are the engine clusters not working properly with TCA, or is there some other issue? Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 18, 2017 Share Posted June 18, 2017 I think the expectation with TCA is that different engines will be able to throttle to provide torque, which isn't th case within an engine cluster. I don't really understand how TCA's code works but my guess is that this would require some (non trivial) changes in both SSTU and TCA. Best bet for now is probably not to use engine clusters. Quote Link to comment Share on other sites More sharing options...
tater Posted June 18, 2017 Share Posted June 18, 2017 I made a lander with SSTU and YCA that worked fine. I used clusters of super dracos. It presumably controled each cluster as one engine. If the notion was to make a cluster of 2, say, and set the spacing wide, then yeah, I bet that doesn't work well. I did 4 clusters of 3 on one of them, worked just fine. Quote Link to comment Share on other sites More sharing options...
SpaceEnthusiast23 Posted June 19, 2017 Share Posted June 19, 2017 8 hours ago, tater said: The last version for 1.2.2 does. Look a couple/few pages up, there are some links when someone else asked the same question. Sorry. Quote Link to comment Share on other sites More sharing options...
tater Posted June 19, 2017 Share Posted June 19, 2017 No worries. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted June 19, 2017 Share Posted June 19, 2017 (edited) First mission to Mars in 1.3.0... My Apollo 13 moment when I needed 2k dV extra on both the ships I sent out. So instead of using the lander to land, I had to use it as a return stage for the main vessel. Ah well, moar boosters I guess. Spoiler The orbital section during it's initial burn towards Mars. The second vessel holding the Mars lander which would arrive about a week prior to the main vessel. That moment where you remember which part you forgot... the larger dish on your main ship; thank Kod that Jeb was on board. The lander being used as a return stage after discovering I needed 2.000 m/s extra on each ship to get into Mars's orbit, which meant I would not be able to return if I had chosen to land. Lander first stage separated and the lander ascent stage ready to finish the burn. The station would be dumped about 1 day away from earth and after all science had been sent or collected into the command capsule. Edited June 19, 2017 by Jimbodiah Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 19, 2017 Share Posted June 19, 2017 2 hours ago, tater said: I made a lander with SSTU and YCA that worked fine. I used clusters of super dracos. It presumably controled each cluster as one engine. If the notion was to make a cluster of 2, say, and set the spacing wide, then yeah, I bet that doesn't work well. I did 4 clusters of 3 on one of them, worked just fine. That's what I would expect - TCA would be able to control each cluster (i.e. single part/engine module) individually but not be able to actuate differently within a particular engine cluster. Quote Link to comment Share on other sites More sharing options...
RedParadize Posted June 19, 2017 Share Posted June 19, 2017 @Jimbodiah Nice stuff! where did you found those legs? Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted June 19, 2017 Share Posted June 19, 2017 Someone on the forum pointed me in the right direction. Can't remember his name though... something like blue heaven or something? Quote Link to comment Share on other sites More sharing options...
GoldForest Posted June 19, 2017 Share Posted June 19, 2017 12 hours ago, Shadowmage said: I was unaware of any problems with TCA (nothing has been reported previously). Are the engine clusters not working properly with TCA, or is there some other issue? Not really a problem, per say, just a... missing feature? I guess you can call it. There's no problems with either mod, they talk to each other great. It's just when you have the engine clustered, so say like.... the Saturn V five F-1s. When you have them on one mount and just cluster then, they act like one engine for TCA. What I'm asking/suggesting is can you make it to where each engine inside the cluster gets TCA controlled. Here's a picture I made, excuse my artistship lol, to represent what I mean. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted June 19, 2017 Share Posted June 19, 2017 What would be the point though? Optimally you need one engine on each corner to keep the ship balanced, and TCA can throttle those just fine. The only extra feature on clusters I can think of that would be useful is to switch off engines on ascent (ie Saturn V) to limit thrust when TWR rises. Here is lander with a cluster on each end, this works fine in TCA. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted June 19, 2017 Share Posted June 19, 2017 (edited) 2 hours ago, Jimbodiah said: What would be the point though? Optimally you need one engine on each corner to keep the ship balanced, and TCA can throttle those just fine. The only extra feature on clusters I can think of that would be useful is to switch off engines on ascent (ie Saturn V) to limit thrust when TWR rises. Here is lander with a cluster on each end, this works fine in TCA. You have 4 clusters so TCA sees 4 engines that need controlling. Build a Saturn one or five with one cluster on the bottom of them. TAC sees that cluster as one engine and does not activate thrust controlling to turn the rocket. And yes there's gimballing on the engines, but I believe, and correct me if I'm wrong, Saturn V lowered thrust to one engine to turn the rocket with the F1s. Edited June 19, 2017 by GoldForest Quote Link to comment Share on other sites More sharing options...
tater Posted June 19, 2017 Share Posted June 19, 2017 9 minutes ago, GoldForest said: You have 4 clusters so TCA sees 4 engines that need controlling. Build a Saturn one or five with one cluster on the bottom of them. TAC sees that cluster as one engine and does not activate thrust controlling to turn the rocket. This is exactly what we said. If I have a Saturn V, I won't be hovering, or landing with it. Regardless, the engines still gimbal, so there is indeed a "right turn," it's just done that way vs via mismatched thrust. Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 19, 2017 Share Posted June 19, 2017 1 hour ago, GoldForest said: And yes there's gimballing on the engines, but I believe, and correct me if I'm wrong, Saturn V lowered thrust to one engine to turn the rocket with the F1s. Nope. Original F-1 did not throttle. The Soviet N1 did something like that though. Quote Link to comment Share on other sites More sharing options...
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