linuxgurugamer Posted October 15, 2017 Share Posted October 15, 2017 (edited) The mod hasn't been updated for more than a year, the author hasn't been around since August and has not responded to any PMs or postings. If/when @m4v comes back, I'll gladly return control of this mod to him. The new version for KSP 1.4.1 has new dependencies New Dependencies Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed. Mod originally written by @m4v, original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/33124-12-rcs-build-aid-v091/& This is something I made for placing RCS thrusters in the right positions in the first try without having to go back and forth between the VAB and the hacked gravity launchpad. Features: Display thrust and torque forces caused by RCS or engines. Delta V readout for RCS. Dry center of mass marker. "Average" center of mass marker. Center of drag marker (CoD) for parachute placement. Ability to resize editor's overlay markers. Display total mass of resources. Supports: blizzy78's toolbar KSP Add-on Version Checker Once enabled you should see RCSBuildAid's window, select the translation mode or press any of the translation flight control keys ("hnijkl" keys) and then you should see something like this: Cyan arrows represents thruster forces, the green arrow represents the translation motion (or thrust). The red arrow represents the torque force in your vessel, if you have a red arrow then your ship will rotate when trying to translate in docking mode. So all you have to do is place your RCS thrusters in a way that eliminates this force. The red circular arrow is an indication of how fast the vessel will rotate. The red CoM marker is the dry center of mass (DCoM) which represents the center of mass of your vessel when it doesn't have any fuel (in the picture, without liquid fuel, oxidizer or mono-propellant, but is configurable). Image album with some examples http://imgur.com/a/UJdV7 Video explaining how to use RCSBA (version 0.5) by Geneborg This plugin only works with parts using stock modules such as ModuleRCS and ModuleEngines, mods that use custom modules will not be detected. Known issues: delta v readout will only show for monopropellant RCS, doesn't work for the new Vernor RCS. Parachute mode only works with stock aerodynamics and parachutes, will not work with mods such as FerramAerospaceResearch and RealChute. Download GitHub repository - Documentation - Changelog Edited October 20, 2018 by linuxgurugamer Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 15, 2017 Share Posted October 15, 2017 <3 Link to comment Share on other sites More sharing options...
DStaal Posted October 15, 2017 Share Posted October 15, 2017 I checked in with SpaceDock this morning and saw this on the 'new mods' list. My first thought was 'Oh, linuxgurugamer has picked up a new mod!'. Glad to see this very useful tool is in good hands. Link to comment Share on other sites More sharing options...
Superfluous J Posted October 15, 2017 Share Posted October 15, 2017 Thank you for picking this critical mod up. And thanks to @m4v not only for making it originally, but for giving it such a permissive license. Link to comment Share on other sites More sharing options...
Urses Posted October 15, 2017 Share Posted October 15, 2017 Thanks @linuxgurugamer i realy love this one.... like how to become a brick to dance on a needles point... thanks a lot! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 16, 2017 Author Share Posted October 16, 2017 I’ll be updating CKAN tomorrow Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 16, 2017 Author Share Posted October 16, 2017 Now in CKAN Link to comment Share on other sites More sharing options...
emirkustirika Posted October 16, 2017 Share Posted October 16, 2017 thanks linuxgurugamer yu are the best <3 Link to comment Share on other sites More sharing options...
tomf Posted October 18, 2017 Share Posted October 18, 2017 Thanks for picking up yet another essential mod. This was a request I put in a while ago for the original version, but after m4v had stopped actively developing. Would it be possible to add a total buoyancy figure and a center of buoyancy indicator to RCS build aid? I would like to build submarines but making something that sinks and maintains a stable attitude under water is tough without more information. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 21, 2017 Author Share Posted October 21, 2017 On 10/18/2017 at 5:06 AM, tomf said: Thanks for picking up yet another essential mod. This was a request I put in a while ago for the original version, but after m4v had stopped actively developing. Would it be possible to add a total buoyancy figure and a center of buoyancy indicator to RCS build aid? I would like to build submarines but making something that sinks and maintains a stable attitude under water is tough without more information. Not sure when I’ll have time, but put it into the issues on github so it doesnt get lost Link to comment Share on other sites More sharing options...
Tyko Posted October 23, 2017 Share Posted October 23, 2017 Thanks @linuxgurugamer for keeping all these great mods alive! Link to comment Share on other sites More sharing options...
gilflo Posted October 30, 2017 Share Posted October 30, 2017 Thank's @linuxgurugamer for your work in KSP mods... Can I use this mod with KSP 1.3? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 30, 2017 Author Share Posted October 30, 2017 9 minutes ago, gilflo said: Thank's @linuxgurugamer for your work in KSP mods... Can I use this mod with KSP 1.3? Probably, but test it first. If the game doesn't crash, you are golden Link to comment Share on other sites More sharing options...
New Horizons Posted October 30, 2017 Share Posted October 30, 2017 Is there a way too use real fuels with this mod? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 30, 2017 Author Share Posted October 30, 2017 18 minutes ago, New Horizons said: Is there a way too use real fuels with this mod? This mod has nothing to do with RF. It's designed to balance RCS thrusters, doesn't matter what fuel the thruster is using Link to comment Share on other sites More sharing options...
gilflo Posted December 13, 2017 Share Posted December 13, 2017 (edited) Hello Thank's again for this very useful tool. Is there any means to get the possibility to use numbers to move what we have to move to balance our ship instead of moving the mouse on the 3 axes? It could be much more accurate. A kind of precision tool as we can use on maneuver node on MechJeb Edited December 13, 2017 by gilflo Link to comment Share on other sites More sharing options...
DStaal Posted December 13, 2017 Share Posted December 13, 2017 21 minutes ago, gilflo said: Hello Thank's again for this very useful tool. Is there any means to get the possibility to use numbers to move what we have to move to balance our ship instead of moving the mouse on the 3 axes? It could be much more accurate. A kind of precision tool as we can use on maneuver node on MechJeb That's likely out of the scope of this mod - there are some precision engineering mods to help place parts preciously (which is what I think you're asking for), but none that's pure numbers that I know of. Link to comment Share on other sites More sharing options...
gilflo Posted December 13, 2017 Share Posted December 13, 2017 I am just asking a tool like maneuver node editor on Mechjeb. You can design your node in 3 dimensions with units from 0.1 to 10, which gives a very accurate tool. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 13, 2017 Author Share Posted December 13, 2017 3 hours ago, gilflo said: Hello Thank's again for this very useful tool. Is there any means to get the possibility to use numbers to move what we have to move to balance our ship instead of moving the mouse on the 3 axes? It could be much more accurate. A kind of precision tool as we can use on maneuver node on MechJeb Well, not by me, and not right now. If someone would want to write the code, I'd ben happy to help and review, but I don't have time or interest to add that right now. Link to comment Share on other sites More sharing options...
gilflo Posted December 13, 2017 Share Posted December 13, 2017 Thank’s for answer. I know it’s possible but you have no time. Hope somebody will do it. Link to comment Share on other sites More sharing options...
maja Posted December 13, 2017 Share Posted December 13, 2017 3 hours ago, gilflo said: Hello Thank's again for this very useful tool. Is there any means to get the possibility to use numbers to move what we have to move to balance our ship instead of moving the mouse on the 3 axes? It could be much more accurate. A kind of precision tool as we can use on maneuver node on MechJeb You don't need that much accuracy usually. If you place RCS ports in symetry and move them enough to minimize torque, then SAS can handle the rest. My placement is four ports above COM, four below, move them up or down and fine tune ports' thrust. Because they're placed in the symetry, all three directions are covered. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 14, 2017 Author Share Posted December 14, 2017 Really sounds like you want something like the Part Angle Display mod, although instead of angles, locations/coordinates Link to comment Share on other sites More sharing options...
gilflo Posted December 14, 2017 Share Posted December 14, 2017 Yes, something like coordinates and a way to move around more accurately via numbers input on 3 axes Link to comment Share on other sites More sharing options...
Tyko Posted December 14, 2017 Share Posted December 14, 2017 Hey @linuxgurugamer! Thanks for keeping this going! There's been a persistent ... odd behavior (not sure if it's a true bug)...If I have RCS build aid installed, but not activated it likes to pop up the Red/Orange/Yellow center of mass balls whenever you go into and then exit the Action Groups tab. Start in the normal build tab, switch to the action groups tab and then back to the build tab. When I do this the center of mass balls always pop up. Are others seeing this? Link to comment Share on other sites More sharing options...
Rocket In My Pocket Posted December 14, 2017 Share Posted December 14, 2017 2 minutes ago, Tyko said: Hey @linuxgurugamer! Thanks for keeping this going! There's been a persistent ... odd behavior (not sure if it's a true bug)...If I have RCS build aid installed, but not activated it likes to pop up the Red/Orange/Yellow center of mass balls whenever you go into and then exit the Action Groups tab. Start in the normal build tab, switch to the action groups tab and then back to the build tab. When I do this the center of mass balls always pop up. Are others seeing this? Yeah, I had assumed I was just mousing over the RCS action group and that that's what made it pop up; I could be entirely wrong though. Link to comment Share on other sites More sharing options...
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