Vectura Posted February 23, 2020 Share Posted February 23, 2020 What's the purpose of the rocket mode for the fly-by-wire? Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted February 23, 2020 Author Share Posted February 23, 2020 Just now, Vectura said: What's the purpose of the rocket mode for the fly-by-wire? normal mode - sideslip is kept at zero when no user input is provided, sideslip itself is the setpoint. rocket mode - yaw is controlled the same way as pitch - angular velocity is the setpoint. Quote Link to comment Share on other sites More sharing options...
Vectura Posted February 23, 2020 Share Posted February 23, 2020 Ah, thanks, that makes sense. Quote Link to comment Share on other sites More sharing options...
dlrk Posted February 29, 2020 Share Posted February 29, 2020 I'm not sure what's going on, but suddenly RCS doesn't work when Standard FBW is engaged. Mechjeb also loses it's ability to control when FBW is engaged. Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted February 29, 2020 Author Share Posted February 29, 2020 (edited) 10 minutes ago, dlrk said: I'm not sure what's going on, but suddenly RCS doesn't work when Standard FBW is engaged. Mechjeb also loses it's ability to control when FBW is engaged. Don't know about RCS, but don't activate multiple autopilots simultaneously. It's not supposed to work. Edited February 29, 2020 by Boris-Barboris Quote Link to comment Share on other sites More sharing options...
hagbard Posted March 2, 2020 Share Posted March 2, 2020 Hi I love this mod but when it installed i can not open some stock craft as "thunderbird" plane and some other i have that in KSP.log [EXC 03:46:36.283] NullReferenceException: Object reference not set to an instance of an object SaveUpgradePipeline.v180_ModuleControlSurface.ConvertControlAuthority (ConfigNode mNode, ModuleControlSurface module) (at <9d71e4043e394d78a6cf9193ad011698>:0) SaveUpgradePipeline.v180_ModuleControlSurface.OnUpgrade (ConfigNode node, SaveUpgradePipeline.LoadContext loadContext, ConfigNode parentNode) (at <9d71e4043e394d78a6cf9193ad011698>:0) SaveUpgradePipeline.UpgradeScript+<>c__DisplayClass17_0.<Upgrade>b__0 (ConfigNode node, ConfigNode parent) (at <9d71e4043e394d78a6cf9193ad011698>:0) SaveUpgradePipeline.UpgradeScript.RecurseNodes (ConfigNode node, System.String[] urlNodes, System.Int32 level, Callback`2[T,U] cb, ConfigNode parent) (at <9d71e4043e394d78a6cf9193ad011698>:0) SaveUpgradePipeline.UpgradeScript.RecurseNodes (ConfigNode node, System.String[] urlNodes, System.Int32 level, Callback`2[T,U] cb, ConfigNode parent) (at <9d71e4043e394d78a6cf9193ad011698>:0) SaveUpgradePipeline.UpgradeScript.Upgrade (ConfigNode n, SaveUpgradePipeline.LoadContext loadContext) (at <9d71e4043e394d78a6cf9193ad011698>:0) SaveUpgradePipeline.SaveUpgradePipeline.RunUpgrade (SaveUpgradePipeline.UpgradeScript uSc, ConfigNode node, SaveUpgradePipeline.LoadContext loadContext) (at <9d71e4043e394d78a6cf9193ad011698>:0) SaveUpgradePipeline.SaveUpgradePipeline.RunIteration (ConfigNode srcNode, ConfigNode& node, SaveUpgradePipeline.LoadContext ctx, System.Collections.Generic.List`1[T] scripts, System.Collections.Generic.List`1[T] log) (at <9d71e4043e394d78a6cf9193ad011698>:0) SaveUpgradePipeline.SaveUpgradePipeline.Run (ConfigNode node, SaveUpgradePipeline.LoadContext ctx, System.Version AppVersion, System.Boolean& runSuccess, System.String& runInfo, System.Collections.Generic.List`1[System.Collections.Generic.Dictionary`2[SaveUpgradePipeline.UpgradeScript,SaveUpgradePipeline.LogEntry]]& log) (at <9d71e4043e394d78a6cf9193ad011698>:0) SaveUpgradePipeline.SaveUpgradePipeline.Run (ConfigNode node, SaveUpgradePipeline.LoadContext ctx, System.Version AppVersion, System.Boolean& runSuccess, System.String& runInfo) (at <9d71e4043e394d78a6cf9193ad011698>:0) KSPUpgradePipeline.Process (ConfigNode n, System.String saveName, SaveUpgradePipeline.LoadContext loadContext, Callback`1[T] onSucceed, Callback`2[T,U] onFail) (at <9d71e4043e394d78a6cf9193ad011698>:0) KSP.UI.Screens.VesselSpawnDialog.ConfirmLaunch () (at <9d71e4043e394d78a6cf9193ad011698>:0) KSP.UI.Screens.VesselSpawnDialog.ButtonLaunch () (at <9d71e4043e394d78a6cf9193ad011698>:0) UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.UI.Button.Press () (at <22fd67f59718453e9250a6de1843ef8b>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <22fd67f59718453e9250a6de1843ef8b>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() [LOG 03:46:39.621] [UIMasterController] RemoveCanvas:VesselSpawnDialog I run Steam version of KSP dowgrade to 1.8.1 have you an idea to fix it ? ps : sorry for my bad english Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted March 2, 2020 Author Share Posted March 2, 2020 @Morse Can you have a look at the previous post, please? Quote Link to comment Share on other sites More sharing options...
hagbard Posted March 2, 2020 Share Posted March 2, 2020 (edited) thank for quickly reply 2 hours ago, Boris-Barboris said: @Morse Can you have a look at the previous post, please? yes but i dont uderstand everything... Edited March 2, 2020 by hagbard big finger Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted March 2, 2020 Author Share Posted March 2, 2020 19 minutes ago, hagbard said: yes but i dont uderstand everything... I was asking another forum user for his expertise, just wait. If you really need to play now, just remove AA or resetup KSP without a "downgrade". Quote Link to comment Share on other sites More sharing options...
hagbard Posted March 2, 2020 Share Posted March 2, 2020 Ok... thank I play 1.8.1 to correctly support other mod. I will try on 1.9.0 and report result. Best regards Quote Link to comment Share on other sites More sharing options...
hagbard Posted March 2, 2020 Share Posted March 2, 2020 (edited) re Hi... i m trying something alway in 1.8.1 : Uninstal AA mode (using CKAN) and Run KSP Open Stock Craft in ("thunderbird" plane) in SPH and clone it (saving on antoher name, "thunderbird-bis" for example) Exit and close KSP Reinstall AA mod and re-Run KSP it works !! I can open the cloned craft and... The Original stock Craft !!! ("thunderbird" plane).. what?? Some other Stock Craft dont Open, i will try repeat operation and repport result in this post... EDIT : Its work with all SPH' stock Craft Plane. Is not an user friendly solution but maybe give a way to fix it ?? Edited March 2, 2020 by hagbard more manipulation tested Quote Link to comment Share on other sites More sharing options...
Morse Posted March 2, 2020 Share Posted March 2, 2020 13 hours ago, hagbard said: SaveUpgradePipeline.v180_ModuleControlSurface.OnUpgrade This is not right. It should call for v180_ModuleControlSurfaceFixed.OnUpgrade instead. Is there a line "[UpgradeScriptFix] Successfully replaced the v180 upgrade scripts." somewhere in the beginning of the log? For me it happens right after the main menu loading, like this [LOG 19:53:42.059] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== [LOG 19:53:43.147] [AddonLoader]: Instantiating addon 'ContractDefs' from assembly 'KSP' [LOG 19:53:43.174] [AddonLoader]: Instantiating addon 'UpgradeScriptFix' from assembly 'KSPUpgradeScriptFix' [LOG 19:53:43.188] [ReflectionUtil]: Found 20 types with UpgradeModule attribute in 62 assemblies. [LOG 19:53:43.197] [UpgradeScriptFix] Successfully replaced the v180 upgrade scripts, fixed 1 + 1 scripts. And if not, are there some exceptions from KSPUpgradeScriptFix.UpgradeScriptFix.Awake? How did you install the mod? Is there a file KSPUpgradeScriptFix.dll somewhere? Quote Link to comment Share on other sites More sharing options...
hagbard Posted March 2, 2020 Share Posted March 2, 2020 2 hours ago, Morse said: How did you install the mod? Is there a file KSPUpgradeScriptFix.dll somewhere? Mod install using CKAN. KSPUpgradeScriptFix.dll is Not found in : C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program But i found it in the zip archive download by CKAN in : C:\Users\[%UserName%]\AppData\Local\CKAN\downloads\657EE919-AtmosphereAutopilot-v1.5.16.zip Content: archive : 657EE919-AtmosphereAutopilot-v1.5.16.zip AtmosphereAutopilot [ Folder ] AtmosphereAutopilot.dll [ 192000 ] AtmosphereAutopilot.UI.dll [ 17408 ] AtmosphereAutopilot.version [ 539 ] AtmosphereAutopilot.XML [ 30223 ] atmosphereautopilotprefabs [ 17374 ] csurf_sync.cfg [ 126 ] Global_settings.txt [ 2334 ] icon.png [ 1964 ] KSPUpgradeScriptFix.dll [ 8192 ] LICENSE_AtmosphereAutopilot [ 35141 ] ModuleManager.4.1.0.dll [ 139264 ] If KSPUpgradeScriptFix.dll is not installed can i manually copy it ? If yes where is the corect file loaction ? Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted March 2, 2020 Author Share Posted March 2, 2020 26 minutes ago, hagbard said: If KSPUpgradeScriptFix.dll is not installed can i manually copy it ? If yes where is the corect file loaction ? in GameData or in GameData/AtmosphereAutopilot should be fine. Quote Link to comment Share on other sites More sharing options...
hagbard Posted March 2, 2020 Share Posted March 2, 2020 2 hours ago, Boris-Barboris said: in GameData or in GameData/AtmosphereAutopilot should be fine. Nice , it's Work Great thank to Boris and Morse This tip is it aviable with 1.9.x ? Quote Link to comment Share on other sites More sharing options...
RYU AZUKU99 Posted March 19, 2020 Share Posted March 19, 2020 So whenever I have this mod installed it ruins my aircraft's elevons by enabling everything (pitch yaw and roll). Is there any way that this can be avoided? It's been happening ever since I started using this mod a few years back. Quote Link to comment Share on other sites More sharing options...
Lisias Posted March 19, 2020 Share Posted March 19, 2020 1 hour ago, RYU AZUKU99 said: So whenever I have this mod installed it ruins my aircraft's elevons by enabling everything (pitch yaw and roll). Is there any way that this can be avoided? It's been happening ever since I started using this mod a few years back. I'm fighting this thing for some time, and managed to get the history of it. The Module AA uses to do its thing extends (an OOP term) the stock ModuleControlSurface. The problem is that by doing it, the module itself is renamed on the craft, and so the default values are reapplied. Initially things worked fine, but somewhere in 2014 (if memory serves me right) something inside KSP changed and so this misbehaviour started to bite us. In a nutshell: the ModuleControlSurface is renamed SyncModuleControlSurface. New crafts and savegames, after installing AA works fine because everything is created from scratch, using SyncModuleControlSurface. But older savegames and craft gets the control surfaces reset to default because the ModuleControlSurface data is ignored, and a new SyncModuleControlSurface one is created with default values. There's a cumbersome workaround for it: using an editor, open the craft and savegames (after making backaups!!) and replace every instance of "ModuleControlSurface" to "SyncModuleControlSurface" - this will "import" your artifacts to be used on a KSP with AA installed. The other way around is also possible - exporting savegames and crafts to a AA-less instalment is essentially doing the inverse: replace every SyncModuleControlSurface to ModuleControlSurface. An automated tool to do that would be the ideal solution, however. Quote Link to comment Share on other sites More sharing options...
Corax Posted March 19, 2020 Share Posted March 19, 2020 6 hours ago, Lisias said: An automated tool to do that would be the ideal solution, however. $ for i in {SPH,VAB}/*craft; do sed --in-place --expression='s/ ModuleControlSurface$/ SyncModuleControlSurface/g' "$i"; done hth Quote Link to comment Share on other sites More sharing options...
Worter Loon Posted March 28, 2020 Share Posted March 28, 2020 Trying to use this in 1.9.1 and for some reason it pins the rudder to full nose left deflection, any solutions? Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted March 29, 2020 Author Share Posted March 29, 2020 11 hours ago, Worter Loon said: Trying to use this in 1.9.1 and for some reason it pins the rudder to full nose left deflection, any solutions? Look into the mods you have installed and see if you have some obvious autopilot-y conflicts. Quote Link to comment Share on other sites More sharing options...
NippyFlippers Posted April 29, 2020 Share Posted April 29, 2020 Maybe I am just dumb, but is there a way to have the AA performing a continuous turn at a constant turn rate? (While keeping a constant speed and altitude) Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted April 29, 2020 Author Share Posted April 29, 2020 4 minutes ago, NippyFlippers said: Maybe I am just dumb, but is there a way to have the AA performing a continuous turn at a constant turn rate? (While keeping a constant speed and altitude) no Quote Link to comment Share on other sites More sharing options...
CrayzeeMonkey Posted May 5, 2020 Share Posted May 5, 2020 How do you use the stock trim system with this mod? I'd like to pitch up very gently using trim but it doesn't seem to affect the aircraft. Trim on roll and yaw also seems to have no effect. I looked up the word "trim" in this thread and someone does talk about it like it does work. Maybe it is a problem with my installation? Thank you for the mod by the way. I've been playing KSP for ages and I wish I had found this earlier. Quote Link to comment Share on other sites More sharing options...
Boris-Barboris Posted May 5, 2020 Author Share Posted May 5, 2020 (edited) 6 hours ago, CrayzeeMonkey said: How do you use the stock trim system with this mod? I'd like to pitch up very gently using trim but it doesn't seem to affect the aircraft. Trim on roll and yaw also seems to have no effect. I looked up the word "trim" in this thread and someone does talk about it like it does work. Maybe it is a problem with my installation? Thank you for the mod by the way. I've been playing KSP for ages and I wish I had found this earlier. Sorry, but no, there is no way to use stock trim. If you wish to pitch up very gently I can suggest caps lock (precise mode) and stricter pitch/roll rate constaints. Maybe reducing quadr Kp in angvel detailed window will do what you want and make keyboard more gentle. Edited May 5, 2020 by Boris-Barboris Quote Link to comment Share on other sites More sharing options...
Flibble Posted May 5, 2020 Share Posted May 5, 2020 (edited) On 6/12/2019 at 3:59 PM, delta wee said: Is there a way to use Atmosphere AutoPilot with kOS to script flying at different altitudes? To pick up on this old post, I have made a mod that extends kOS to allow it to control AA from script. Currently supported are: toggling mode (fbw, director, cruise), setting director vector, setting some cruise params. Note that the director is not mouse director, I've added a new kOS director to avoid the mouse interfering. Download (and code) here: https://github.com/RCrockford/kOS-AtmosphereAutopilot/releases Usage: You can access it with ADDONS:AA it has the following boolean suffixes: FBW, DIRECTOR, CRUISE, SPEEDCONTROL, PSEUDOFLC, scalar: SPEED, HEADING, ALTITUDE, VERTSPEED, and vector: DIRECTION e.g. set addons:aa:altitude to reqAltitude. set addons:aa:heading to reqHeading. set addons:aa:cruise to true. or set addons:aa:direction to heading(reqHeading, reqPitch):Vector. set addons:aa:director to true. Edited May 5, 2020 by Flibble Quote Link to comment Share on other sites More sharing options...
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