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HydroTech Development Thread


Michael Kim

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Yeah I'm no expert but it sounds like your ship is waaaaaay too big. Does RCS even do anything manually with a ship that size? Assuming that's 190 tons *after* reaching orbit? Mechjeb would interfere, but only if you leave it on.

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Well I just built a new ship over 300 tons (around 124 ton AFTER it reaches orbit) :) - but it had 4 rockets exactly the same distance from the center pod, I put one RCS at the top and at the bottom of each of these tanks so that there was 4 at the top and 4 at the bottom all way around (only 1 unit at the top and 1 unit at the bottom of each tank) and launched..

Once I did the auto dock I watched it closely....

It swung back and forward like a pendulum after it lined up.. - what was happening, was that it was increasing the speed to 0.5m/s to come back to the center of things, BUT it was NOT reducing that the closer it got to the being lined up.. - it would start decreasing after it got to the line up point, thus causing it to overshoot all the time...

I no expert at all, but to me it seems to not be taking into account the mass of the rocket trying to dock, and is treating it like a small pod (which would stop in time I guessing) this is why it is overshooting all the time as it does not seem to realize that it has to start slowing down a lot sooner rather than wait till the last minute...

This make sense??

and yes, using RCS manually does work fine, it of course doesn't turn or react as quick as a small pod does, but it does react :)

Edited by Simplicity
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My reasoning behind this is because watching carefully, when it is trying to line up etc, it is always overshooting where it was heading to before the RCS kicks in and tries to correct.. (IE: the speed of the ships closing doesn't get back down to 0 before the 2 ships are lined up which causes it to overshoot.

This is correct... maths is easier this way. I will improve it some time in the future. But for now, if it doesn't dock, you can do it manually. Remember that this mod is far from complete.

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Just wanted to say thank you for this plugin, you solved many problems I was having!!!

Because I make alot of sci-fi craft, I sort of need to either break the laws of physics (which I don't like doing, like the antigrav hack mod, very buggy for me)

So what's the alternative? How do I get my RCS to act like normal small engines, but without the big bang of a normal engine? Use hydrotech!

Your automatic RCS translation couldnt have been a more perfect tool in helping me get the dropship from aliens to VTOL correctly. I needed a constant stream

of RCS, this is just ideal

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This is correct... maths is easier this way. I will improve it some time in the future. But for now, if it doesn't dock, you can do it manually. Remember that this mod is far from complete.

Ahhh many thanks for explaining that, I am just glad to find out that it isn't me that's causing the problem :) :) - will have to have a go at manual and see if I can get it to dock :P

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Thank you devogen, great that you like it!

I don't think I could live without it now.. its even replaced my need for asas..

A hollywood ship that really shouldnt fly.. and didnt want to, now flies like a dream, thanks again.

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  • 2 weeks later...

Hey there; I tried this mod but didn't get it to work to my satisfaction; the parts I'd tested remained on my station, until now in .20 I can't load the station as one of the parts is failing under this version. Will there be updates for compatibility, or do you know any way I can remove the parts or convert them to allow me back to my beloved Mun-Home please?

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Hey there; I tried this mod but didn't get it to work to my satisfaction; the parts I'd tested remained on my station, until now in .20 I can't load the station as one of the parts is failing under this version. Will there be updates for compatibility, or do you know any way I can remove the parts or convert them to allow me back to my beloved Mun-Home please?

It seems that if you keep the folder structure of the mod as before 0.20 (i.e. Parts, PluginData & Plugins), everything should just work fine. Perhaps you missed a part when copying? What does the missing part notification say?

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The plugindata folder moved, anything new that would usually be stored in ksp/plugindata will go to ksp/plugin/plugindata if you keep the same folder structure as .19 The game will go looking for information there, so any important information there will be totally useless :l

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The plugindata folder moved, anything new that would usually be stored in ksp/plugindata will go to ksp/plugin/plugindata if you keep the same folder structure as .19 The game will go looking for information there, so any important information there will be totally useless :l

I'm not sure what Plugins\PluginData is... I'll move everything into GameData folder in the next release, but for now, just put things in PluginData where they are.

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I'm not sure what Plugins\PluginData is... I'll move everything into GameData folder in the next release, but for now, just put things in PluginData where they are.

It's where they moved the plugindata folder. The old plugindata folder has been moved inside the plugins folder. So when the game does looking for data saved in the plugindata folder, instead of going to the plugindata folder, it goes in the plugins folder and then looks for a plugindata subfolder. If there's none, the game creates one and store any new information in it. So its a useless folder right now. When you make the next release, you're just gonna have to put the plugindata folder in your plugin folder and then tell the plugin to go look for the data there instead of the old root. By the way awesome mod, I love it, definitely the best docking mod out there, great job ^^

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It's where they moved the plugindata folder. The old plugindata folder has been moved inside the plugins folder. So when the game does looking for data saved in the plugindata folder, instead of going to the plugindata folder, it goes in the plugins folder and then looks for a plugindata subfolder. If there's none, the game creates one and store any new information in it. So its a useless folder right now. When you make the next release, you're just gonna have to put the plugindata folder in your plugin folder and then tell the plugin to go look for the data there instead of the old root. By the way awesome mod, I love it, definitely the best docking mod out there, great job ^^

Oh really? 'cause the game still generates a PluginData folder instead of a Plugins\PluginData folder. But anyway, I managed to specify the folder I want to store data with my codes, so in the next release everything will be in GameData\HydroTech folder.

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Well I know it was the main issue with the ISA MapSat mod :l The maps were being stored in /plugindata, but when you rebooted the game, it looked for them in /plugins/plugindata, didn't find any, and made you draw maps all over again because it didn't find the old ones. Anyway, as long as you get it it's fine with me ^^ It's really the only mod I'm waiting for now to get my agency running to 100% and to rebuild my space station :) I'm gonna make a quick suggestion though: could you upscale that part that has both the camera and the target and a bit of monopropellant to a 2.5m size so it will fit the new sr. dockingports? I don't think it should be that much trouble and that would be a huge help ^^

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I'm gonna make a quick suggestion though: could you upscale that part that has both the camera and the target and a bit of monopropellant to a 2.5m size so it will fit the new sr. dockingports? I don't think it should be that much trouble and that would be a huge help ^^

YES please!

Love the all-in-one part, a 2.5m version would be brilliant! Looking forward to the update, HydroTech is one of the few must have game changers imo, awesome work MK!!

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Mods loaded:

KW Rocketry, SaturnV, NovaPunch, HyperEdit, MechJeb 1.9, and HydroTech RCS.

Problems:

1. When using a ship equipped with HT RCS, if I leave any of the features open when I exit to load another ship, that feature window will be opened in the other ship's screen, and cannot be closed.

2. HT RCS fails to see any targets. ever. Even from 20m away. Okay it worked once just recently. Then I did a clean install and I could never get HT RCS to work again. I managed to dock ONCE before the reinstall. I cheat my orbits with HyperEdit when I don't feel like launching and assembling a space station or other craft, I'm not sure if that makes a difference.

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munkpuppy,

please check this otherwise I can't tell what the problem is

How to report a bug?

- Check the debug console (Alt + F2) and see if there's anything in red. If yes, please post the content (which can also be found in KSP_Data\output_log.txt).

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Ok I think I found something missing in the download, causing my problems.

after reading the log from KSP it seems all .cfg files in the folders within GameData\HydroTech\PluginData\rcsautopilot\ are missing.

So I had a look.


http://i.imgur.com/2silgbH.jpg


Looks pretty empty.

So what about the Zip, maybe it was not copied correctly?


http://i.imgur.com/IAsCwyM.png


also empty.

So this seems to by my problem. I wonder why nobody else has this problem though.

So if this not only me, could you please fix this?

Only imagelinks, to keep this post small. Nobody wants to look at gigantic pictures of empty folders.

Edit:

Plugins:

Mechjeb2

KerbalAttachmentSystem

Firespitter

CrewManifest

KerbalEngenier

HOME

Kethane

ISA MapSat

SubassemblyLoader

Edited by Klajan
Forgot to add my Plugins.
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Klajan,

They should be empty and after you run the game, things will be saved there. They are included in the zip because the directory needs to exist.

I read your log file and I think the problem is the directory "GameData\HydroTech\PluginData\rcsautopilot\autopilots\" does not exist, so this mod failed to save things in it and stopped working.

EDIT: No ' ' in "autopilots", don't know why it shows up

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Klajan,

They should be empty and after you run the game, things will be saved there. They are included in the zip because the directory needs to exist.

I read your log file and I think the problem is the directory "GameData\HydroTech\PluginData\rcsautopilot\autopilots\" does not exist, so this mod failed to save things in it and stopped working.

EDIT: No ' ' in "autopilots", don't know why it shows up

Did not know that. Ok, but this folder exists. Which makes this whole thing even stranger. I will now go ahead and create a short log file to post the complete log. Did not do this with the last log, since it was a log of a 3 hour session and had 50 MB total filesize. Maybe the during the loading of the game something is not working properly =(

Ok here is a fresh LOG

Edited by Klajan
Edding LOG file
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ok, found the culprit... *insert Faceplam of epic proportions here*:0.0:

I just went ahead and renamed the folder rcsautopilots into rcsautopilot, since the game was checking for a Folder named like this.

The folder is named rcsautopilots in the downloads aswell, just to mention.

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Alright guys I made a stupid mistake. Thanks for Klajan for pointing it out.

The folder name should be GameData\HydroTech\PluginData\rcsautopilot instead of autopilots. I've uploaded a new one on KSPort but you don't really need to download it. Just change the name and everything should be fine.

stupid_chris (and probably others who have different problems), this should fix your problem.

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I really like your system. Works better than others, and the docking camera thing is great. Keep on keeping on!

I do have 2 suggestions.

Any of the flat panels have a really goofy looking shaking specularity glow if zoomed out a bit. I can't get a picture of it, though I tried for a while. You may want to turn specularity down if you go through a remodel. I went through the usual when having graphical glitches, rebooting, updating drivers and so on. I have an nVidia 460 and yours are the only parts I see this with, so i'm not sure where the problem is, but your parts are REALLY shiny.

I suggest adding some little arrows to the stacking units that have the camera and target on them, to point to which way is out. Trying to look at a little black rod to see which way it is pointing on some of the bigger assemblies is a pain, and having little triangles or something to point which way is out would be grand.

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Any of the flat panels have a really goofy looking shaking specularity glow if zoomed out a bit. I can't get a picture of it, though I tried for a while. You may want to turn specularity down if you go through a remodel. I went through the usual when having graphical glitches, rebooting, updating drivers and so on. I have an nVidia 460 and yours are the only parts I see this with, so i'm not sure where the problem is, but your parts are REALLY shiny.

I don't really know much about modelling. I may look into it in the future.

I suggest adding some little arrows to the stacking units that have the camera and target on them, to point to which way is out. Trying to look at a little black rod to see which way it is pointing on some of the bigger assemblies is a pain, and having little triangles or something to point which way is out would be grand.

Just turn on the visual aid in the editor

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