Starwhip Posted August 19, 2014 Share Posted August 19, 2014 I don't do GitHub releases, the zip from github only has sources. Get the binary from curse, see the original post of this thread for a link. Darn school internet, blocking Curse. I downloaded from GitHub and was confused as heck. I want this mod so bad.Well, at least I know why it's not working now. I'll get it later. Quote Link to comment Share on other sites More sharing options...
ThreePounds Posted August 29, 2014 Share Posted August 29, 2014 Hello folks!I have a question:I'm currently trying to balance my space-shuttle-esque craft with the help of RCS-Build Aid Engine-Mode. I have a main-shuttle engine and two solid rocket boosters from KW-Rocketry.The problem with the KW-Rocketry boosters is that they behave as expected when it comes to the thrust-limiting slider in the VAB. When you put the slider at 0%, the SRB will burn at 50% of it's max thrust because that's the way they work. RCS-Build-Aid gets confused and ignores the SRB since it thinks it's not burning at all (0% thrust). KER also had this issue in it's first releases.Can you make it so that this unexpected behaviour of KW-Rocketry SRB's gets processed correctly.If you need something from me, I can supply save files, craft files, logs, whatever you need to make it happen. I love your mod and it makes designing complex thrust set-ups so much easier.Cheers! Quote Link to comment Share on other sites More sharing options...
m4v Posted August 29, 2014 Author Share Posted August 29, 2014 Hello folks!I have a question:I'm currently trying to balance my space-shuttle-esque craft with the help of RCS-Build Aid Engine-Mode. I have a main-shuttle engine and two solid rocket boosters from KW-Rocketry.The problem with the KW-Rocketry boosters is that they behave as expected when it comes to the thrust-limiting slider in the VAB. When you put the slider at 0%, the SRB will burn at 50% of it's max thrust because that's the way they work. RCS-Build-Aid gets confused and ignores the SRB since it thinks it's not burning at all (0% thrust). KER also had this issue in it's first releases.Can you make it so that this unexpected behaviour of KW-Rocketry SRB's gets processed correctly.If you need something from me, I can supply save files, craft files, logs, whatever you need to make it happen. I love your mod and it makes designing complex thrust set-ups so much easier.Cheers!Indeed, that's a bug that I fixed last week in git, so hang on until next release. Quote Link to comment Share on other sites More sharing options...
RadarManFromTheMoon Posted August 29, 2014 Share Posted August 29, 2014 Hello m4v,just want to inform you that I intend to use a bit of your code (the PartExtensions class to be precise) in my Procedural Airships plugin. I hope you are cool with that. If you are not, I will remove the class and write my own of course. Had some trouble with incorrect mass values and your extension class does the trick just perfectly.I will place a link to this thread on the projectthread as soon as I merged into master and released the new version. Quote Link to comment Share on other sites More sharing options...
m4v Posted August 29, 2014 Author Share Posted August 29, 2014 (edited) Hello m4v,just want to inform you that I intend to use a bit of your code (the PartExtensions class to be precise) in my Procedural Airships plugin. I hope you are cool with that.Is all cool, since your project is under GPL you didn't even need to ask. Edited August 29, 2014 by m4v Quote Link to comment Share on other sites More sharing options...
RadarManFromTheMoon Posted August 29, 2014 Share Posted August 29, 2014 Is all cool, since your project is under GPL you didn't even need to ask.Alright. I already assumed that the license allowes it, but I think it's always nice to let the original authors know. Also It's a good way to avoid reading long "fine-printed" license texts. Quote Link to comment Share on other sites More sharing options...
ThreePounds Posted August 29, 2014 Share Posted August 29, 2014 Indeed, that's a bug that I fixed last week in git, so hang on until next release.Sounds excellent. Thanks for your work! Quote Link to comment Share on other sites More sharing options...
andre0525 Posted September 4, 2014 Share Posted September 4, 2014 Hello I was just wondering what attitude mode is. not sure if this has been answered. Quote Link to comment Share on other sites More sharing options...
sgt_flyer Posted September 4, 2014 Share Posted September 4, 2014 (edited) Attitude mode is for the orientation of the spacecraft (ie, how the RCS will fire during rotations)(That's simply the aerospace term for all flying / spatial vehicle to tell which direction they are facing ) Edited September 4, 2014 by sgt_flyer Quote Link to comment Share on other sites More sharing options...
rifter Posted September 4, 2014 Share Posted September 4, 2014 Hello I was just wondering what attitude mode is. not sure if this has been answered.https://github.com/m4v/RCSBuildAid/blob/master/README.asciidocAttitude is where your ship is pointing; Attitude mode lets you make sure that you aren't getting any unwanted translation in your attitude adjustments with rcs. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 4, 2014 Share Posted September 4, 2014 I'm interested to know more about how RCS Build Aid calculates dV, as it's always lower than my calculation. But then too I notice that my 4 thrusters, each producing 1kN, actually only produce 3.88kN of thrust with 0 torque. Not sure why, but I suspect it is because the nozzles are not pointing straight backwards? Quote Link to comment Share on other sites More sharing options...
ethan829 Posted September 4, 2014 Share Posted September 4, 2014 But then too I notice that my 4 thrusters, each producing 1kN, actually only produce 3.88kN of thrust with 0 torque. Not sure why, but I suspect it is because the nozzles are not pointing straight backwards?You're correct. Not all of that force is going into accelerating the craft since the thrusters are angled. Quote Link to comment Share on other sites More sharing options...
m4v Posted September 4, 2014 Author Share Posted September 4, 2014 Not sure why, but I suspect it is because the nozzles are not pointing straight backwards?Exactly, your effective ISP is less due to that. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 5, 2014 Share Posted September 5, 2014 cool, thanks for the confirmation. Makes this tool all the more valuable getting to see accurate values like this Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 14, 2014 Share Posted September 14, 2014 what is it with the design of these RCS blocks that would cause such extreme rotation? No matter which way I orient them I get torque. Other 5-port blocks work fine for forward/reverse thrust. Quote Link to comment Share on other sites More sharing options...
m4v Posted September 15, 2014 Author Share Posted September 15, 2014 (edited) what is it with the design of these RCS blocks that would cause such extreme rotation? No matter which way I orient them I get torque. Other 5-port blocks work fine for forward/reverse thrust.http://i.imgur.com/tp5aG3x.jpgThere's two things:First, because that is just one part, (the RCS don't count as they are massless) you have all the mass concentrated in the rotation axis, and the moment of inertia (MoI) becomes zero (because it is mass * distance_from_rotation_axis ^ 2), so small amounts of torque translates in fast rotations. This is a consequence of the physics model simulating stuff as mass points, if you add more parts at some distance from the center, then the moment of inertia should increase and make the circular arrow (that represents the angular acceleration, not torque) smaller. This is also the reason of why rockets can rotate longitudinally a lot easier than they should, since most of their mass doesn't factor in because their moment of inertia is cancelled out.Second thing that probably is happening is that the RCS (or the fuel tank) don't have their colliders perfectly aligned so no matter how you place them there's always a slight misalignment that causes some torque, which paired with the zero MoI makes it rotate easily. Try if the same happens with the stock RCS or a stock tank. The angle snap might also be playing a role.In any case, this shouldn't be a big issue with your complete vessel, since you're going to use more parts and hopefully not all with their masses aligned in the center. Edited September 15, 2014 by m4v Quote Link to comment Share on other sites More sharing options...
AetherGoddess Posted September 15, 2014 Share Posted September 15, 2014 [...] that is just one part, (the RCS don't count as they are massless) you have all the mass concentrated in the rotation axis, [...], so small amounts of torque translates in fast rotations. This is a consequence of the physics model simulating stuff as mass points, if you add more parts at some distance from the center, then the moment of inertia should increase [...] this was a bit of a "AHA!" moment for me. I never considered the fact that every part that is stack attached is going to have all of it's mass right over the center of rotation. this explains why even the supermassive 5 meter parts can be made to spin like a top by the slightest control input, but a minor imbalance in Universal Storage wedges causes huge torque. it's also a good reason to use radial tanks, like the B9 surface attached RSC tanks to give the physics system something to grab onto. Quote Link to comment Share on other sites More sharing options...
endl Posted September 20, 2014 Share Posted September 20, 2014 is there anyway this mod can be adapted to show the direction of decouples and seperatron's so that you can see how your boosters are being dropped off? Quote Link to comment Share on other sites More sharing options...
m4v Posted September 20, 2014 Author Share Posted September 20, 2014 is there anyway this mod can be adapted to show the direction of decouples and seperatron's so that you can see how your boosters are being dropped off?The direction of the decoupler's force is fairly obvious to tell from the model, what is not obvious is the position of the CoM of the booster stage and that's a lot more difficult to code. Quote Link to comment Share on other sites More sharing options...
endl Posted September 20, 2014 Share Posted September 20, 2014 yea i thought so, i guess we can always ask the dev to update the api Quote Link to comment Share on other sites More sharing options...
inigma Posted September 21, 2014 Share Posted September 21, 2014 Hello!I wanted to invite you m4v to a discussion on a mod list I'm testing. Let me know in that thread if you would be interested in helping test other listed mods with yours, or if you already have. Inigma's KSP Essentials Mod Listhttp://forum.kerbalspaceprogram.com/threads/94353-WIP-Inigma-s-KSP-Essentials-Mod-List-%28in-Testing%29 Quote Link to comment Share on other sites More sharing options...
timmers_uk Posted October 7, 2014 Share Posted October 7, 2014 Hi,I noticed RCS Build Aid compiled for 0.24.x throws constant exceptions in the Editor scenes in 0.25. Rebuilt against the 0.25 assemblies and it seems to be happy again - no code changes needed, and it seems to work.Timmers Quote Link to comment Share on other sites More sharing options...
Crimor Posted October 8, 2014 Share Posted October 8, 2014 Hopefully he'll do that soon, I can't spacecraft without this anymore :C Quote Link to comment Share on other sites More sharing options...
TonyKLZ Posted October 8, 2014 Share Posted October 8, 2014 Want that fix deadly One of the most usefull mods in KSP. Quote Link to comment Share on other sites More sharing options...
Galenmacil Posted October 8, 2014 Share Posted October 8, 2014 Deadly, fix that want...Useful mod in KSP? Of most, the one. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.