MedicRules41 Posted September 23, 2020 Share Posted September 23, 2020 The primary feature of the DLC is, of course, that you can assign some variables for rotors and servos, such as target angle, target RPM, target torque, etc. as dependent variables in the KAL-1000 controller, where the independent variable is the play position of the controller. It is also possible to slave the play position to any of the game's available axes (main throttle, translatory controls, standard flight controls, etc). I am curious as to whether this relationship can be inverted - that is, whether the play position of a controller can be determined by, chiefly, the current angle of a rotor or servo, though I'm sure the other variables would have some uses. If this is not possible in normal KSP, is there a mod that provides a similar function? I ask this because, if this is possible, it may finally allow some aspects of lift dissymmetry to be solved. Quote Link to comment Share on other sites More sharing options...
Snark Posted September 24, 2020 Share Posted September 24, 2020 22 hours ago, MedicRules41 said: I am curious as to whether this relationship can be inverted - that is, whether the play position of a controller can be determined by, chiefly, the current angle of a rotor or servo, though I'm sure the other variables would have some uses. Not totally sure of the answer, but I'd suggest rummaging around in the public members/methods of the BaseServo class. I see, for example, that it has a public servoTransformRotation method (that returns a Quaternion), which I've never used myself, but from the name, it sounds kinda promising. Does this help? Quote Link to comment Share on other sites More sharing options...
MedicRules41 Posted September 27, 2020 Author Share Posted September 27, 2020 On 9/24/2020 at 3:49 PM, Snark said: Not totally sure of the answer, but I'd suggest rummaging around in the public members/methods of the BaseServo class. I see, for example, that it has a public servoTransformRotation method (that returns a Quaternion), which I've never used myself, but from the name, it sounds kinda promising. Does this help? Not really, but not through any fault of your own - I don't have a good enough understanding of the game files to know where to look to find BaseServo or even what 'classes' or 'methods' are. So far I've only dug around a little in the game's part.cfgs over the years, and those are straightforward enough to interpret. A cursory Google would imply this dives into some level of Python, of which I know basically nothing. I'll have to spend a fair amount of time learning even the 'unknown unknowns' before I can move on to the 'known unknowns'. Thank you for your input, that will give me a good place to start once I can understand what it means Quote Link to comment Share on other sites More sharing options...
Snark Posted September 27, 2020 Share Posted September 27, 2020 16 hours ago, MedicRules41 said: Not really, but not through any fault of your own - I don't have a good enough understanding of the game files to know where to look to find BaseServo or even what 'classes' or 'methods' are. So far I've only dug around a little in the game's part.cfgs over the years, and those are straightforward enough to interpret. Whoops, sorry, I misinterpreted your question. I was reading that as "I'm a C# mod writer, and I want to get at the current position of the servo in some code that I'm writing." Going back and reading again what you wrote, I gather that really you're asking a gameplay question, i.e. "is there some way in the game to get at the servo position in a controller." The answer to that is "no", as far as I know, but I'm not a heavy user of that feature so perhaps someone else might want to weigh in. Quote Link to comment Share on other sites More sharing options...
Recommended Posts