The guy from duna Posted February 20, 2023 Share Posted February 20, 2023 16 minutes ago, Doc Shaftoe said: There isn't really a great way to control stock robotics so I just do it one hinge at a time and move the joints very, very slowly. KAL controllers aren't really all that helpful for robotic arms. They're great for simple moving parts, but arms are a little too complex. I just use them as an easy way to set storage positions for arms. We really need some kind of inverse kinematics controller for stock robotics, but I don't think anyone is working on one or willing to start this close to KSP2's release. Once upon a time there was an inverse kinematics controller mod for Infernal Robotics but I don't know if it's updated for 1.12+ and I know for a fact that it wasn't configured to use any of the habtech robotics parts. What I meant was I can't move the joints at all, they don't have angle sliders to do so. I assume the joints act similar to stock breaking ground hinges if not please let me know how the joints function. I've included an image if that helps in anyway. But again mate, thanks for the help Quote Link to comment Share on other sites More sharing options...
QueenElizabeth1940 Posted February 20, 2023 Share Posted February 20, 2023 18 hours ago, benjee10 said: Yes, the craft files will be updated. This is caused by using a TU config like Magpie that applies TU shaders to all parts indiscriminately. That is classified information I'm afraid. Guess I'll need to improvise my nuclear payload mounting then. Quote Link to comment Share on other sites More sharing options...
Doc Shaftoe Posted February 20, 2023 Share Posted February 20, 2023 1 hour ago, The guy from duna said: What I meant was I can't move the joints at all, they don't have angle sliders to do so. I assume the joints act similar to stock breaking ground hinges if not please let me know how the joints function. I've included an image if that helps in anyway. But again mate, thanks for the help Oh my bad, yeah that's strange. You might want to double-check your install. Quote Link to comment Share on other sites More sharing options...
DJ Reonic Posted February 20, 2023 Share Posted February 20, 2023 @benjee10I realize it's been a bit since my original post regarding this, but I wanted to clarify my question about the rudder, since I know you are planning a final update to SOCK. A while back, there was discussion about the shuttle's tail not playing nicely with FAR, and you mentioned the possibility of splitting the model of the vertical stabilizer/rudder into separate parts to enable FAR to treat them properly. Is that still on the table, or will that have to wait till we get SOCK for KSP2? If it's not on the table, has anyone found a good workaround for using the shuttle with FAR? Quote Link to comment Share on other sites More sharing options...
Ultim32 Posted February 20, 2023 Share Posted February 20, 2023 14 hours ago, chaos113 said: Does anyone here want proper parts to fill out the buran like the special cargobay with the nose gear, or the buran jets from ok-gli and possibly orbital varients of the jets? Yes. I currently use no nose gear when I land the Buran, and I just try to land it as slow as possible to prevent the spacecraft from exploding. Quote Link to comment Share on other sites More sharing options...
hugoraider Posted February 20, 2023 Share Posted February 20, 2023 I'm kinda working on it, no release date for now. Quote Link to comment Share on other sites More sharing options...
MashAndBangers Posted February 20, 2023 Share Posted February 20, 2023 12 hours ago, The guy from duna said: I can't move the joints at all You might try a separate install of KSP without mods other than HTRobotics and whatever it requires and see if the problem persists. My bet is a strange mod interaction causing the issue. Quote Link to comment Share on other sites More sharing options...
DJ Reonic Posted February 21, 2023 Share Posted February 21, 2023 For anyone who uses Photon Corp with SOCK: Which is the better thrust profile to use (obviously not the flat one)? Quote Link to comment Share on other sites More sharing options...
CirrusUpdraft Posted February 23, 2023 Share Posted February 23, 2023 On 2/21/2023 at 3:28 PM, DJ Reonic said: For anyone who uses Photon Corp with SOCK: Which is the better thrust profile to use (obviously not the flat one)? For me it depends on the target orbit I'm going for, if I'm going for a higher orbit (Ala Hubble Space Telescope Servicing Mission) I'll use the default thrust profile, if I'm going for a lower orbit I'll use the steady drop profile Quote Link to comment Share on other sites More sharing options...
Razgriz1 Posted February 23, 2023 Share Posted February 23, 2023 On 2/21/2023 at 3:28 PM, DJ Reonic said: For anyone who uses Photon Corp with SOCK: Which is the better thrust profile to use (obviously not the flat one)? 26 minutes ago, CirrusUpdraft said: For me it depends on the target orbit I'm going for, if I'm going for a higher orbit (Ala Hubble Space Telescope Servicing Mission) I'll use the default thrust profile, if I'm going for a lower orbit I'll use the steady drop profile FWIW, the default thrust curve is the most realistic one, where it ramps down around Max Q and then back up. Quote Link to comment Share on other sites More sharing options...
Kurld Posted February 25, 2023 Share Posted February 25, 2023 (edited) Contrary to what others have said, I have been able to use the KAL controllers to great effect with the SRMS "Kerboarm." I use one controller per "action" e.g. pick up the payload, manipulate the payload into position, return the arm to rest position would be three controllers. You must move the arm very slowly, especially if you're moving anything with significant mass. Otherwise the wobbles will take over and you will never accomplish anything except possibly invite the kraken. Gratuitous STS-97 mission screenies, showing the arm in action : Spoiler In orbit with the P6 Truss. MS Noriega Kerman busies himself in the payload bay while MS Garneau Kerman operates the SRMS. It took about 20 minutes to move the P6 truss to it's install location on the zenith of the Z1 truss. The secret to using the arm is to do so very slowly and pause if the SAS ever starts making things wobble. Here MS Tanner Kerman is making final preparations for capturing the truss. After the truss was captured, the specialists unfurled the massive solar panels: Mission accomplished: Time to go home Edited February 25, 2023 by Kurld messed up the spoilers Quote Link to comment Share on other sites More sharing options...
Kurld Posted February 25, 2023 Share Posted February 25, 2023 On 2/16/2023 at 10:20 AM, OrbitalManeuvers said: Anyway, this baby executes a perfect PVG ascent to 130km x 130km with a little margin. I'm doing pretty much all the liftoff/ascent staging via SmartParts. <snip cool photos> I've been using those SmartParts as well. Between those and the MJ ascent guidance pretty much all I have to do is pick my space station as a target, set the autopilot to launch into the same plane and warp until T-36 when i press a key that initiates all the various actions of the launch sequence. Then I sit back and watch it fly to orbit. I'm guessing I could probably control all the launch sequence stuff with a single KAL controller. I haven't tried PVG. What does it get you beyond the "standard" ascent profile? I usually get within 1.5 degrees of matching inclination with my station. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted February 25, 2023 Share Posted February 25, 2023 6 hours ago, Kurld said: What does it get you beyond the "standard" ascent profile? imo, PVG is one of those things in the KSP world that only makes sense when you extend KSP with the right mods. Specifically, PVG buys you single burn to orbit on your upper stage engine. So it's great for something like a Titan, which has a single ignition on the upper stage. But without something like EngineIgnitor, there is no single ignition limitation, so why not just do a circularization maneuver... For me, it's habit to use PVG on engines that I know should only have 1 ignition, even though I ditched EngineIgnitor for simplicity. Quote Link to comment Share on other sites More sharing options...
Kurld Posted February 25, 2023 Share Posted February 25, 2023 Ah, I see. I also tend to roleplay "realistic" when I'm building stuff and enforce it that way. Does the upper stage burn part of PVG help with matching inclination any closer? 1.5 degrees off from target inclination is far better than I can (consistently) do by hand, but I haven't gotten my head around the most efficient way to match it as part of the rendezvous. Usually I just make another completely separate burn at the AN or DN, which I'd imagine is generally the least efficient possible way to do it. Quote Link to comment Share on other sites More sharing options...
Ultim32 Posted February 25, 2023 Share Posted February 25, 2023 7 hours ago, Kurld said: the SAS ever starts making things wobble. Have you tried the Smart A.S.S. feature of mechjeb? It is much better at holding an attitude for a space station or shuttle compared to the stock SAS. Quote Link to comment Share on other sites More sharing options...
Kurld Posted February 25, 2023 Share Posted February 25, 2023 1 hour ago, Ultim32 said: Have you tried the Smart A.S.S. feature of mechjeb? It is much better at holding an attitude for a space station or shuttle compared to the stock SAS. Yes. I use it most of the time as it does seem to do a much better job of holding attitude. It is still somewhat prone to over-correcting "enthusiastic" torque induced by moving things around and thus introducing oscillations in the various harmonic nodes of the structure. For big items like the P6 truss, if i limit the speed to 1 or 2 degrees per second when the arm is fully extended, things tend to go very smoothly and the station barely moves at all. Letting the KAL controller move things lets you be very precise, and it leaves time for snacks. Should probably mention having ONE source of attitude control for the entire station, located near its center of mass is also key. Two SAS modules fighting each other is the last thing you want happening. And auto-strut to grandparent everything that isn't meant to move. Quote Link to comment Share on other sites More sharing options...
Ultim32 Posted February 26, 2023 Share Posted February 26, 2023 Hi, Will the final release of SOCK include an MMU? Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted February 26, 2023 Share Posted February 26, 2023 12 hours ago, Ultim32 said: Hi, Will the final release of SOCK include an MMU? It`s an old mod but it has a MMU: Quote Link to comment Share on other sites More sharing options...
Ultim32 Posted February 26, 2023 Share Posted February 26, 2023 (edited) 2 hours ago, Cheesecake said: It`s an old mod but it has a MMU: Thank you for the suggestion! Edited February 26, 2023 by Ultim32 Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted March 2, 2023 Share Posted March 2, 2023 How do I install the Buran WIP folder? They don't show up in the VAB when I look them up. Just want to make sure I did it correctly (there's a distinct possibility I didn't). Quote Link to comment Share on other sites More sharing options...
GoldForest Posted March 2, 2023 Share Posted March 2, 2023 2 hours ago, Blufor878 said: How do I install the Buran WIP folder? They don't show up in the VAB when I look them up. Just want to make sure I did it correctly (there's a distinct possibility I didn't). You drag and drop the buran files into the parts folder. Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted March 2, 2023 Share Posted March 2, 2023 14 minutes ago, GoldForest said: You drag and drop the buran files into the parts folder. Thanks for the info. Fixed, will see if it works. Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted March 2, 2023 Share Posted March 2, 2023 1 hour ago, GoldForest said: You drag and drop the buran files into the parts folder. That fixed it, thanks for the help! What engine are you using in your Buran build for your super space station thread? Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted March 2, 2023 Share Posted March 2, 2023 Still need to make some final adjustments, but I'm happy with the result so far. Buran orbiter "Gagarin" reaches for the stars. I felt like using the GLI pattern on the cockpit. I think it looks cool. Also for convenience I used the shuttle mount from ORANGES on the Energia core stage. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted March 2, 2023 Share Posted March 2, 2023 1 hour ago, Blufor878 said: That fixed it, thanks for the help! What engine are you using in your Buran build for your super space station thread? The RD-58s from Tantares. 36 minutes ago, Blufor878 said: Still need to make some final adjustments, but I'm happy with the result so far. Buran orbiter "Gagarin" reaches for the stars. I felt like using the GLI pattern on the cockpit. I think it looks cool. Also for convenience I used the shuttle mount from ORANGES on the Energia core stage. Idk which has it but either SOCKReColored or SOCKRePainted gives the cargo bay the Buran tiling in their latest update. Quote Link to comment Share on other sites More sharing options...
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