JackGruff Posted December 22, 2013 Share Posted December 22, 2013 Stupid question but doesn't fine controls negate the need for perfect placement of RCS thrusters? Quote Link to comment Share on other sites More sharing options...
Melfice Posted December 22, 2013 Share Posted December 22, 2013 Stupid question but doesn't fine controls negate the need for perfect placement of RCS thrusters?Nope. Even with fine controls, if your RCS thrusters are not placed well enough you can still cause rotations. Quote Link to comment Share on other sites More sharing options...
RadarManFromTheMoon Posted December 22, 2013 Share Posted December 22, 2013 I just made a little hotfix. It replaces the deprecated functions. Nothing more, nothing less. Since the license allows it, I'd like to share it with you until there is an official patch.Source is included. License stays as is.https://dl.dropboxusercontent.com/u/65236705/RCSBuildAid/RCSBuildAid_v0.4_HOTFIX.zipOh and this is my first post on the forum so... Hi everybody. ^^ Quote Link to comment Share on other sites More sharing options...
Athlonic Posted December 22, 2013 Share Posted December 22, 2013 And what a post ! for a first one !Thanks and welcome ! Quote Link to comment Share on other sites More sharing options...
m4v Posted December 24, 2013 Author Share Posted December 24, 2013 Version 0.4.1-------------* KSP 0.23 fixes.* Account tweakables in fuel tanks and engines.* Ignore the mass of landing gear and launch clamps, in both DCoM and CoM.* Dynamic list of resources in mass window.Besides of fixes for 0.23, I pushed some changes that I had already in git for some time. The plugin will ignore RAPIER engines since it uses a different PartModule and supporting it will demand more time than the couple of hours I used today.Big thanks to RadarManFromTheMoon for the hotfix, if this release causes issues (I didn't test it much) revert to RadarMan's version. Quote Link to comment Share on other sites More sharing options...
scottholio Posted December 24, 2013 Share Posted December 24, 2013 Version 0.4.1-------------* KSP 0.23 fixes.* Account tweakables in fuel tanks and engines.* Ignore the mass of landing gear and launch clamps, in both DCoM and CoM.* Dynamic list of resources in mass window.Besides of fixes for 0.23, I pushed some changes that I had already in git for some time. The plugin will ignore RAPIER engines since it uses a different PartModule and supporting it will demand more time than the couple of hours I used today.Big thanks to RadarManFromTheMoon for the hotfix, if this release causes issues (I didn't test it much) revert to RadarMan's version.Thank you sir, you are a legend. Merry Xmas Quote Link to comment Share on other sites More sharing options...
Boamere Posted December 26, 2013 Share Posted December 26, 2013 Cool stuff, but when there is electric charge in an engine it causes the mod to stop working and the centre of mass disappears,unless you change the electric charge to 0. Although this may just be a bug with ksp Quote Link to comment Share on other sites More sharing options...
m4v Posted December 26, 2013 Author Share Posted December 26, 2013 (edited) Cool stuff, but when there is electric charge in an engine it causes the mod to stop working and the centre of mass disappears,unless you change the electric charge to 0. Although this may just be a bug with kspI experienced that bug only once and I wasn't sure what caused it, thanks for the info. Looking a bit further I can say that only non-stock engines trigger it, like KW ones, not sure why they have an electric charge setting. Edited December 26, 2013 by m4v Quote Link to comment Share on other sites More sharing options...
AbeS Posted December 26, 2013 Share Posted December 26, 2013 I heard there's some module that needs to be changed with the engines alternators. Because those engines aren't 0.23 updated they have an electric charge issue Quote Link to comment Share on other sites More sharing options...
Roxette Posted December 27, 2013 Share Posted December 27, 2013 Unfortunately...MissingMethodException: Method not found: 'EditorLogic.SetSoftLock'. at RCSBuildAid.Window.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1)... logged every few milliseconds Quote Link to comment Share on other sites More sharing options...
m4v Posted December 27, 2013 Author Share Posted December 27, 2013 Unfortunately...MissingMethodException: Method not found: 'EditorLogic.SetSoftLock'. at RCSBuildAid.Window.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1)... logged every few millisecondsLatest update fixed that, you are likely still using the old dll. Quote Link to comment Share on other sites More sharing options...
Roxette Posted December 27, 2013 Share Posted December 27, 2013 Latest update fixed that, you are likely still using the old dll.Sorry, perhaps I should have made it more clear.. that was with your latest release. The version from RadarManFromTheMoon was fine, however. Quote Link to comment Share on other sites More sharing options...
m4v Posted December 27, 2013 Author Share Posted December 27, 2013 (edited) oh man, don't tell me I shipped the wrong dll ...edit: reuploaded, sorry. Edited December 27, 2013 by m4v Quote Link to comment Share on other sites More sharing options...
Roxette Posted December 27, 2013 Share Posted December 27, 2013 ***** happens Thanks, it's a super useful tool, way better than my old ruler against the screen and hope for the best method. Quote Link to comment Share on other sites More sharing options...
codepoet Posted December 27, 2013 Share Posted December 27, 2013 oh man, don't tell me I shipped the wrong dll ...edit: reuploaded, sorry.Thanks for that fix, (and the reupload) I was starting to worry that I would have to sift through al my mods to find the cause. Quote Link to comment Share on other sites More sharing options...
m4v Posted January 1, 2014 Author Share Posted January 1, 2014 Hopefully this time around I zipped the correct dll.Version 0.4.2-------------* RAPIER support.* Delta V and burn time readout for RCS (because I could).* TWR readout for engines.* Added slider for change the scale of CoM markers.* Set to ignore all ladders as they incorrectly show mass in the editor, much like landing gears. Quote Link to comment Share on other sites More sharing options...
Hodo Posted January 1, 2014 Share Posted January 1, 2014 Hopefully this time around I zipped the correct dll.Version 0.4.2-------------* RAPIER support.* Delta V and burn time readout for RCS (because I could).* TWR readout for engines.* Added slider for change the scale of CoM markers.* Set to ignore all ladders as they incorrectly show mass in the editor, much like landing gears.Thank you for the update. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 1, 2014 Share Posted January 1, 2014 Cool!....Please tell me dV/burntime respects resourceName for RCS Quote Link to comment Share on other sites More sharing options...
m4v Posted January 1, 2014 Author Share Posted January 1, 2014 (edited) Cool!....Please tell me dV/burntime respects resourceName for RCS You mean for modded RCS? in that case then the readout it will be all wrong I'm afraid. The plugin assumes all RCS use MonoPropellant because I didn't want to complicate things much. Edited January 2, 2014 by m4v Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 2, 2014 Share Posted January 2, 2014 Dang. RF supports modular RCS, and Realism Overhaul defaults RCS to hydrazine. Quote Link to comment Share on other sites More sharing options...
Tidus Klein Posted January 2, 2014 Share Posted January 2, 2014 Finally!! Now I can start building stations again!This mod ruined my KSP life. I can't truly play the game with out it! Quote Link to comment Share on other sites More sharing options...
m4v Posted January 6, 2014 Author Share Posted January 6, 2014 Version 0.4.3-------------* Support for blizzy78's toolbar.* Hide dV readout when it isn't accurate (like with modded RCS).* FIX: torque calculation in rotation mode wasn't correct.This update adds a new .dll file called RCSBuildAidToolbar.dll, you can remove this file if you aren't interested in using the toolbar. Quote Link to comment Share on other sites More sharing options...
Dreadp1r4te Posted January 8, 2014 Share Posted January 8, 2014 ...how do I not have this installed*yoink* Quote Link to comment Share on other sites More sharing options...
Neutrinovore Posted January 9, 2014 Share Posted January 9, 2014 Hello all. I've encountered a minor issue with the newest update:When activated with the Toolbar button, the Build Aid displays engine thrust vector and torque as normal, but won't show RCS translation info at all when using translation controls. However, I discovered that if I activate the in- game CoM marker, as needed to be done before, THEN it will show RCS translation vectors just fine. And, it still shows engine thrust data as usual.This isn't a terrible problem, it's just an extra step to have to take, but I'm pretty sure that that's not intended behavior, so I thought I'd mention it.I use parts of many mods, but the only ones I have that are active in editor mode would be:Toolbar (duh)Editor ExtensionsActive Memory Reduction v2-10 BasicMechJeb 2.1.1-159I think that's it. I'd love to have UbioZur's Welding Tool, but it still REALLY doesn't play nice with this mod, it's too bad no one seems to be very interested in doing anything about that.Anyway, there you go, FYI. Quote Link to comment Share on other sites More sharing options...
m4v Posted January 9, 2014 Author Share Posted January 9, 2014 Hello all. I've encountered a minor issue with the newest update:When activated with the Toolbar button, the Build Aid displays engine thrust vector and torque as normal, but won't show RCS translation info at all when using translation controls. However, I discovered that if I activate the in- game CoM marker, as needed to be done before, THEN it will show RCS translation vectors just fine. And, it still shows engine thrust data as usual.This isn't a terrible problem, it's just an extra step to have to take, but I'm pretty sure that that's not intended behavior, so I thought I'd mention it.I cannot reproduce it, but check if the CoM visibility toggle is enabled in the Mass tab, if it's on then the CoM should be visible while the plugin is enabled. If you still get that issue then can you give me a step-by-step guide (from the moment you enter the VAB) so I can try to reproduce from my end?I think that's it. I'd love to have UbioZur's Welding Tool, but it still REALLY doesn't play nice with this mod, it's too bad no one seems to be very interested in doing anything about that.Well I wasn't aware of that conflict, and after looking in UbioZur's thread is kind of bizarre since RCSBuildAid doesn't touch the vessel name text field. Quote Link to comment Share on other sites More sharing options...
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