Boris-Barboris Posted October 18, 2016 Author Share Posted October 18, 2016 @Velcro92 i wouldn't blame the canard, it's brobably AA itself. Sometimes it makes mistakes, but i usually improve reliability with updates. Quote Link to comment Share on other sites More sharing options...
Galenmacil Posted October 19, 2016 Share Posted October 19, 2016 (edited) I was wondering what is the function of the file "csurf_sync.cfg"? The first section change the module name of module "ModuleControlSurface" to "SyncModuleControlSurface". Is that necessary for proper operation of AA? Edited October 19, 2016 by Galenmacil Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted October 19, 2016 Author Share Posted October 19, 2016 (edited) 2 hours ago, Galenmacil said: I was wondering what is the function of the file "csurf_sync.cfg"? The first section change the module name of module "ModuleControlSurface" to "SyncModuleControlSurface". Is that necessary for proper operation of AA? Yes. Stock control surfaces are a bit buggy and tend to invert themselves under certain conditions, basically they have incorrect math behind them. Also, I need them synchronous, so custom module kills two birds with one stone. In current 1.5.8 the file is not strictly neccessary, since I do second pass on KSP load to replace all stock csurfaces in parts with my implementation (just like MM does) - that prevents a number of bugs people reported in the past, when MM did not apply the patch (for various reasons). Edited October 19, 2016 by Boris-Barboris Quote Link to comment Share on other sites More sharing options...
xcaliber219 Posted October 20, 2016 Share Posted October 20, 2016 I would like to put in a request for HiDPI support. I am running a 4K monitor, and the text is all very small. Kerbal's main GUI elements respond to scaling requests, and I would like it if your GUI elements would do the same. Thank you! Also, I want to take a moment to say how much I appreciate your work here and how much it improves my game. I enjoy atmospheric flight instead of argue with SAS the whole time!!! Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted October 22, 2016 Share Posted October 22, 2016 First of all, thanks a million for updating to 1.2. I was having a little wish for a small design tweak. I would like to see the 'Strength' input field (pic) moved to the front gui. It is quite buried now. I use this modifier a lot depending on my speed and/or engine power to avoid Gs and smooten the turns to conserve energy. -A slider would have been nice. Probably also a good idea to rename it to i.e 'input authority' or something if brought up to front gui. Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted October 22, 2016 Author Share Posted October 22, 2016 (edited) I'll create a shortcut to it in craft settings. "director authority" seems fine. Also, strength_mult in CF's gui serves the same purpose. It gets applied on top of director's strength when you're in CF mode. Edited October 22, 2016 by Boris-Barboris Quote Link to comment Share on other sites More sharing options...
Bob Jub Posted October 22, 2016 Share Posted October 22, 2016 I'm trying this with my SSTO designs and I have a critical problem, the fly by wire mode is not allowing me to pitch at a high enough angle, how can I fix this? Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted October 22, 2016 Author Share Posted October 22, 2016 Just now, Bob Jub said: I'm trying this with my SSTO designs and I have a critical problem, the fly by wire mode is not allowing me to pitch at a high enough angle, how can I fix this? "O" - toggles moderation. Quote Link to comment Share on other sites More sharing options...
Bob Jub Posted October 22, 2016 Share Posted October 22, 2016 Just now, Boris-Barboris said: "O" - toggles moderation. Thank you so much for the quick reply! Quote Link to comment Share on other sites More sharing options...
brainy Posted October 24, 2016 Share Posted October 24, 2016 (edited) Hello, I have seemed to run into an incompatibility between atmosphere autopilot and sstu-s engines. When i activate atmosphere autopilot while having an active sstu engine, it throws an exception and doesn't work. Excerpt from my output.log: ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[UnityEngine.Quaternion].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at AtmosphereAutopilot.StockGimbal.neutralLocalRotation (Int32 thrustTransformIndex) [0x00000] in <filename unknown>:0 at AtmosphereAutopilot.FlightModel.update_engine_moments () [0x00000] in <filename unknown>:0 at AtmosphereAutopilot.FlightModel.OnPreAutopilot (.FlightCtrlState state) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) FlightInputCallback:invoke_void__this___FlightCtrlState (FlightCtrlState) at Vessel.FeedInputFeed () [0x00000] in <filename unknown>:0 at FlightInputHandler.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Link to my full log: https://mega.nz/#!3YI3HTaA!F63t79YCaQKpthtkfivxDf3ci048E-AB_7qDc9Z0tXs ps. I tried compiling the latest version available on github, but it didn't help. Thank you Edited October 24, 2016 by brainy Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted October 24, 2016 Author Share Posted October 24, 2016 @brainy try https://dl.dropboxusercontent.com/u/23572905/KSP_Mods/AtmosphereAutopilot/AtmosphereAutopilot_1.5.9.zip Quote Link to comment Share on other sites More sharing options...
brainy Posted October 24, 2016 Share Posted October 24, 2016 2 hours ago, Boris-Barboris said: @brainy try https://dl.dropboxusercontent.com/u/23572905/KSP_Mods/AtmosphereAutopilot/AtmosphereAutopilot_1.5.9.zip It works flawlessly. Thank you so much. Just discovered sstu engines and your mod is an essential part of the game for me. Quote Link to comment Share on other sites More sharing options...
Jarin Posted October 28, 2016 Share Posted October 28, 2016 This is amazing. My airplane-only career would not be possible without it. Regarding the random unreliability, I've got a correlation between flipouts and computer processing power. I play the same game on two PCs, and my home computer can handle mach 3 level flight at 3x warp but flips out at 4x. Meanwhile my weaker laptop flips at 2x, in simpler flight. I'm thinking it doesn't play nice when KSP starts skipping physics frames? It seems to coincide with the flight time in the upper-left going from green to yellow or red. Not sure if that's helpful info, but I can always hope. Thanks again for this project! Quote Link to comment Share on other sites More sharing options...
Ger_space Posted November 5, 2016 Share Posted November 5, 2016 On 4.11.2015 at 10:42 AM, Boris-Barboris said: . I needed three things in my life: generic fly-by-wire, cruise control and automatic lander. It makes me sad, but after one year, I only managed to implement the first autopilot (cruise control is also implemented). I made a very very crude interface to kOS and made a automatic landing script. I had to make some changes to the AtmosphereAutopilot code. (some vaiables anf function needed to be public) and I crated a derivate to the mousedir controller which accepts the disired direction as a parameter. Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted November 5, 2016 Author Share Posted November 5, 2016 Ah, if only i had more time. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted November 5, 2016 Share Posted November 5, 2016 If you are intrested, I can make a PullRequest, as soon I have finished my current projects. Quote Link to comment Share on other sites More sharing options...
EpicSpaceTroll139 Posted November 23, 2016 Share Posted November 23, 2016 (edited) First off, this mod is awesome. It has made some of the designs I thought impossible in KSP work (relaxed stability fighters for example) work and hard to fly designs (flying wings) easy! However I've found a strange bug that has been resulting in some bizarre plane crashes. I'll try to replicate this in an otherwise stock install, but I've currently been having a strange bug in which (usually at >130m/s) my control surfaces will either reverse* (make me pitch down when input is pull up, and pitch up when input is push down). Sometimes the surfaces will even be visually deflecting opposite to the force they are creating. This results in the autopilot violently flipping my plane (if it was on), and me having problems flying it for a period afterwards, even after turning the autopilot off (even when the plane is positively stable). After about 30 seconds the control surfaces revert to normal control. A similar bug that often happens along with this one, and which sometimes happens at lower speeds, has my control surfaces suddenly become ultra damped, often, for example, resulting in my fighter halting a loop it was in to lawn dart into the ground. Is this a known bug from the 1.2.1 update? As I said, I will attempt replicate this in a clean game and send you a log (if that helps). *I do not have FAR, so it's not aerodynamic effects, and most planes falling victim to this worked perfectly before I got the autopilot. Edited November 23, 2016 by EpicSpaceTroll139 details Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted November 23, 2016 Author Share Posted November 23, 2016 (edited) @EpicSpaceTroll139 Not known, let me know if you can find the reproduction craft. And, if you find it, try it without AA activated, maybe I've made some strange mistake in control surface code. Edited November 23, 2016 by Boris-Barboris Quote Link to comment Share on other sites More sharing options...
EpicSpaceTroll139 Posted November 23, 2016 Share Posted November 23, 2016 (edited) I found a craft that will, with reasonable reliability, reproduce the control surface inversion bug with the AA activated. It apparently flies fine with it deactivated, at least in a clean install. I have gotten this bug on other crafts, but I figured it would be overkill to upload all the ones I've had it happen on. Bug Demonstration Craft In the above picture you can see my control surfaces deflected as if to make the plane pull up, however instead my plane noses down in response to this. I'll try to get a picture with aerodynamic overlay to see what's going on. It should be noted that this plane is positively stable, and was easily flyable before the introduction of AA Edit2: Apparently this bug can happen with the MASTER SWITCH turned off. All that must be open is the Craft Settings I am playing Windows 64bit 1.2.1. Is there still problems with 64bit that mean I should try 32bit? Edit3: It just had it happen with AA deactivated. I will test in a non AA install to make sure I didn't somehow bug the plane after installing AA, Edit4: I tested using the aero overlay and it would appear in this particular instance, the plane is fighting itself. The tailplanes are doing what they should be doing, but some control surfaces clipped in the nose are for whatever reason doing the opposite, and they are overpowering the tailplanes. Edited November 23, 2016 by EpicSpaceTroll139 Edit4 Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted November 23, 2016 Author Share Posted November 23, 2016 (edited) @EpicSpaceTroll139 got it twice, very inconsistent, but both times those elevons clipped into the kokpit behaved strangely. I suggest turning off roll and yaw on them. Edited November 23, 2016 by Boris-Barboris Quote Link to comment Share on other sites More sharing options...
EpicSpaceTroll139 Posted November 23, 2016 Share Posted November 23, 2016 (edited) I just tried that. It still got the same problem I'll find another plane without clipped surfaces that demonstrates buggyness Edited November 23, 2016 by EpicSpaceTroll139 Quote Link to comment Share on other sites More sharing options...
Zapo147 Posted November 28, 2016 Share Posted November 28, 2016 (edited) First of all, this is one of my favorite mods in the 55 I have installed. Secondly, is there any advantage to using this in space? Fly by wire, that is. Edited November 28, 2016 by Zapo147 Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted November 28, 2016 Author Share Posted November 28, 2016 (edited) 4 hours ago, Zapo147 said: Secondly, is there any advantage to using this in space? Choose for yourself. I use it everywhere, but tastes and preferences tend to differ. Edited November 29, 2016 by Boris-Barboris Quote Link to comment Share on other sites More sharing options...
DTwenty Posted December 4, 2016 Share Posted December 4, 2016 Like Zapo147 said, this is one of my favorite mods of all-time. I have a few mods that are on my must-have list and this one will absolutely remain near the top. Before I discovered this addon it never took me long to get bored/annoyed with atmospheric fight of any kind. I thank you very much for the time and effort you have spent on this project! Quote Link to comment Share on other sites More sharing options...
BRAAAP_STUTUTU Posted December 8, 2016 Share Posted December 8, 2016 I'm having issues when trying to land:the plane just dives straight into the surface when flying close to it... Quote Link to comment Share on other sites More sharing options...
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