Boris-Barboris Posted January 31, 2020 Author Share Posted January 31, 2020 2 minutes ago, mor128 said: I tried using Fly-By-Wire with a single engine prop craft. The torque of the engine seems to be amplified by the autopilot and the craft rolls with maximum roll rate until I disable the autopilot. Is there a way to fix this? Not at this moment. Blades are assumed to be part of the craft and take part in the math, breaking assumptions. Is this DLC prop or some mod? Quote Link to comment Share on other sites More sharing options...
mor128 Posted January 31, 2020 Share Posted January 31, 2020 Ah I see. They're the breaking grounds parts. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted February 1, 2020 Share Posted February 1, 2020 Shoot -- yeah -- the BG parts aren't being treated as distinct powerplants, just flapping/spinning bits of plane. Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 12, 2020 Share Posted February 12, 2020 @Boris-Barboris A quick question if i may, is it likely that this mod would have problems working with the mods Ground effect and correctcol? both of them have some effects on flight models and flight effects, as i understand them, and I didn't know if this mod would be able to accept those changes or would need the pure stock aerodynamics to function correctly. Also sorry if this has been asked before and I didn't see the answers Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted February 12, 2020 Author Share Posted February 12, 2020 5 minutes ago, vardicd said: @Boris-Barboris A quick question if i may, is it likely that this mod would have problems working with the mods Ground effect and correctcol? both of them have some effects on flight models and flight effects, as i understand them, and I didn't know if this mod would be able to accept those changes or would need the pure stock aerodynamics to function correctly. Also sorry if this has been asked before and I didn't see the answers Ground effect should shake you a little bit when the lift rises rapidly, but I wouldn't expect AA to break. Just try it, because I didn't. CorrectCol doesn't change anything in-flight. Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 12, 2020 Share Posted February 12, 2020 Just now, Boris-Barboris said: Ground effect should shake you a little bit when the lift rises rapidly, but I wouldn't expect AA to break. Just try it, because I didn't. CorrectCol doesn't change anything in-flight. Okay, thanks for the reply. Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 12, 2020 Share Posted February 12, 2020 It does work. Important note, however, cruise control flight uses height above sea level, not height above terrain. May the kraken have mercy upon poor Helena. She was my best test pilot. Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 12, 2020 Share Posted February 12, 2020 OMG how did i ever fly planes without this mod. How did i never see this before!? Quote Link to comment Share on other sites More sharing options...
Tahvohck Posted February 13, 2020 Share Posted February 13, 2020 What's going on with the difference in flight performance for drones vs pilots? I thought this was just because my drone planes were small, but even small piloted planes are stable, while small drone planes wobble all over the place. I've even tested this by putting a command seat on a drone plane and suddenly it's stable. Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted February 13, 2020 Author Share Posted February 13, 2020 1 hour ago, Tahvohck said: What's going on with the difference in flight performance for drones vs pilots? I thought this was just because my drone planes were small, but even small piloted planes are stable, while small drone planes wobble all over the place. I've even tested this by putting a command seat on a drone plane and suddenly it's stable. There is no technical difference. You can start the investigation by thinking about other mods that may interfere with drone cores. If unsuccessfull, come back with screenshots and logs. Quote Link to comment Share on other sites More sharing options...
Tahvohck Posted February 13, 2020 Share Posted February 13, 2020 You're correct. This is an interaction with RemoteTech. The only mods in this save are Remote Tech, Atmospheric Autopilot, and Module Manager. Without Remote Tech, this plane flies stable. With Remote Tech, the plane flies with rapid oscillations. A 10 microsecond delay probably shouldn't cause these oscillations by itself, which means this is an issue with how AA sends commands to the vessel. Remote Tech has an API that allows bypass of the signal delay, which this mod appears not to be hooking into (and should be, given its purpose). I couldn't find RemoteTech.API referenced in your github, so "fixing" this oscillation should just mean hooking into the Remote Tech API and registering a sanctioned pilot. Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 13, 2020 Share Posted February 13, 2020 31 minutes ago, Tahvohck said: {Stares with annoyed disbelief at image} I have been playing this game, for years. Not once. Not one time, did it occur to me, to make a flying drone. I can not even begin to fathom how much lighter, faster, safer, and more fuel efficient I could have been doing this, all this time. Lets build a plane, fly it all over kerbin, collect science, have to make it a crewed craft, pump that weight up, risk those lives! Sometimes, I feel so stupid. Tahvohck, I'm stealing this idea. Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted February 13, 2020 Author Share Posted February 13, 2020 5 hours ago, Tahvohck said: Remote Tech has an API that allows bypass of the signal delay, which this mod appears not to be hooking into (and should be, given its purpose). I couldn't find RemoteTech.API referenced in your github, so "fixing" this oscillation should just mean hooking into the Remote Tech API and registering a sanctioned pilot. Sorry guys, but I'll pass. Will accept PR though. Quote Link to comment Share on other sites More sharing options...
Tahvohck Posted February 13, 2020 Share Posted February 13, 2020 You know the codebase a lot better than me, but I'll dig through and see if I can find the correct place to hook in. Quote Link to comment Share on other sites More sharing options...
Tahvohck Posted February 14, 2020 Share Posted February 14, 2020 I'm able to hook it into RemoteTech, but for some reason that completely destroys the feedback loop that AA uses. I'm not sure where I'd even start to look for troubleshooting that. You might still get a pull request from me at some point, but it won't be any time soon, since programatically dealing with FlightCtrlStates isn't something I know how to do. In the meantime, the oscillations aren't so bad that they aren't manageable. Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted February 14, 2020 Author Share Posted February 14, 2020 11 minutes ago, Tahvohck said: I'm able to hook it into RemoteTech, but for some reason that completely destroys the feedback loop that AA uses. I'm not sure where I'd even start to look for troubleshooting that. You might still get a pull request from me at some point, but it won't be any time soon, since programatically dealing with FlightCtrlStates isn't something I know how to do. In the meantime, the oscillations aren't so bad that they aren't manageable. https://github.com/Boris-Barboris/AtmosphereAutopilot/blob/master/AtmosphereAutopilot/Models/FlightModel/FlightModel.cs#L58 https://github.com/Boris-Barboris/AtmosphereAutopilot/blob/master/AtmosphereAutopilot/Modules/TopModuleManager.cs#L94 AA's module order: flight model's onPreAtopilot -> top module manager's ApplyControl -> flight model's onPostAutopilot. I guess you'll have to call all three from the callback you pass to remotetech, while also ensuring they will not be called again in the same fixedupdate by stock ksp code. Quote Link to comment Share on other sites More sharing options...
Tahvohck Posted February 15, 2020 Share Posted February 15, 2020 Hm. I'll look into that. Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 19, 2020 Share Posted February 19, 2020 (edited) @Tahvohck Drone planes are definitely the way to go, of course I've gotten the design so stable and safe now I'm using them as short range passenger drones: @Boris-Barboris I discovered an ... unfortunate hot-key confluence. It seems that the shift-P to toggle the autopilot GUI on and off is also the stock hot-key for deploying kerbal parachutes while on eva, or in a chair on a drone airplane.... If you should happen to feel up to it, adding a caution line to the opening post about that little, unfortunate overlap, might save someone else's planes and kerbals from explosive unplanned disassembly midair because of unexpected parachute deployment.... EDIT: correction, it's just P doesn't have to be shift. pressing P at all, will deploy personal parachutes. Edited February 19, 2020 by vardicd Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 19, 2020 Share Posted February 19, 2020 By the way, Have I mentioned how amazing this mod is? Spoiler I've never managed to get a plane to fly this high, this straight, this smoothly, this easily! before. Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted February 19, 2020 Author Share Posted February 19, 2020 1 hour ago, vardicd said: I discovered an ... unfortunate hot-key confluence. It seems that the shift-P to toggle the autopilot GUI on and off is also the stock hot-key for deploying kerbal parachutes while on eva, or in a chair on a drone airplane.... If you should happen to feel up to it, adding a caution line to the opening post about that little, unfortunate overlap, might save someone else's planes and kerbals from explosive unplanned disassembly midair because of unexpected parachute deployment.... EDIT: correction, it's just P doesn't have to be shift. pressing P at all, will deploy personal parachutes. GameData/AtmosphereAutopilot/global_settings.txtmaster_switch_key Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 19, 2020 Share Posted February 19, 2020 1 minute ago, Boris-Barboris said: GameData/AtmosphereAutopilot/global_settings.txtmaster_switch_key Oh, yeah I've already adjusted the keybind for myself, I didn't mean that as a demand for, how do i fix, or you should fix this, that wasn't my intention at all, sorry if that wasn't clear. I was only posting as a courtesy warning for others who like myself might not have realized that the P key was also a hotkey for personal parachutes, and also letting you know, so that should you feel generous, a word of caution could be added to the front post, not as a demand that you do so. again sorry if any of that was misunderstood. Quote Link to comment Share on other sites More sharing options...
Hotel26 Posted February 19, 2020 Share Posted February 19, 2020 (edited) 1 hour ago, vardicd said: it's just P doesn't have to be shift. pressing P at all, will deploy personal parachutes I ran into this, but since I was very accustomed to P for the a/p, and chutes were brand new, I rewired chutes to 'Y' using KSP's own key-binding settings. Worked for me. Edited February 19, 2020 by Hotel26 Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted February 19, 2020 Share Posted February 19, 2020 @Boris-Barboris Hi... just wondering if there are any *KNOWN* issues/incompatabilities with using this mod *and* Kramax Autopilot in the same install... vOv I read back a couple pages in this thread, but didnt see anything... Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted February 19, 2020 Author Share Posted February 19, 2020 1 minute ago, Stone Blue said: *KNOWN* issues/incompatabilities Not that i'm aware of, just don't activate them both. At the worst some hotkeys may intersect. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted February 19, 2020 Share Posted February 19, 2020 1 minute ago, Boris-Barboris said: Not that i'm aware of, just don't activate them both. At the worst some hotkeys may intersect. OK.. kewl... thanx for the quick reply... I may end up trying both in the same install... If I come across any incompatabilites, I'll be sure to post back Quote Link to comment Share on other sites More sharing options...
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