pellinor Posted October 23, 2015 Share Posted October 23, 2015 (edited) The engine probably has a CoM offset which will put its mass closer to the center of the tank. If it's not applying consistently in flight and in the editor though, then that's a bug.Argh, of course! How could I forget about that? Thanks for the correction. Edited October 23, 2015 by pellinor Quote Link to comment Share on other sites More sharing options...
etheoma Posted November 11, 2015 Share Posted November 11, 2015 (edited) Erm I'm having a problem.See that RCS build aid is telling me that my mass is smaller when I'm full of fuel even though there isn't any fuel in it and every other mod is saying that the 5.5t wet and dry, which is correct because there's no fuel in it.The causes RCS build aid to be useless for its intended propose it seems to happen with all of the Mark IV Spaceplane System parts. Edited November 11, 2015 by etheoma Quote Link to comment Share on other sites More sharing options...
m4v Posted November 11, 2015 Author Share Posted November 11, 2015 (edited) @etheoma: I downloaded the MKIV spaceplane mod (2.0) and the cockpit weights 7.54t, not the 5.5t you have here, so I believe there are more mods playing a part, right?. Still is indeed strange to see wet mass < dry mass, can you put an screenshot of RCSBA's resources tab?edit:I do see issues with the parts that can be switched via context menu, although in my case stock's mass readings are wrong as well. Edited November 11, 2015 by m4v Quote Link to comment Share on other sites More sharing options...
smjjames Posted November 12, 2015 Share Posted November 12, 2015 I guess this works okay in 1.0.5? Quote Link to comment Share on other sites More sharing options...
Galenmacil Posted November 12, 2015 Share Posted November 12, 2015 Erm I'm having a problem.See that RCS build aid is telling me that my mass is smaller when I'm full of fuel even though there isn't any fuel in it and every other mod is saying that the 5.5t wet and dry, which is correct because there's no fuel in it.The causes RCS build aid to be useless for its intended propose it seems to happen with all of the Mark IV Spaceplane System parts.I can confirm this problem. I have seen it happen very often both in SPH and VAB. Wet mass appears lower than dry mass. I suspect this could be related to fuel adjustment done on tanks. When all set to full, weight was displayed correctly but as soon as I started scaling them down, weird value started showing. Note that in my case, only stock part were used... Quote Link to comment Share on other sites More sharing options...
etheoma Posted November 12, 2015 Share Posted November 12, 2015 I can confirm this problem. I have seen it happen very often both in SPH and VAB. Wet mass appears lower than dry mass. I suspect this could be related to fuel adjustment done on tanks. When all set to full, weight was displayed correctly but as soon as I started scaling them down, weird value started showing. Note that in my case, only stock part were used...I assume you are also using real fuels right? because after lunching and coming back the the VAB it seems to be happening with stock parts to me also. Quote Link to comment Share on other sites More sharing options...
m4v Posted November 12, 2015 Author Share Posted November 12, 2015 I guess this works okay in 1.0.5?yes, except with real fuels and mk4 mod apparently. Quote Link to comment Share on other sites More sharing options...
Galenmacil Posted November 12, 2015 Share Posted November 12, 2015 (edited) I assume you are also using real fuels right? because after lunching and coming back the the VAB it seems to be happening with stock parts to me also.No Etheoma. I do not use real fuels mods. I do have a bunch installed mostly common ones (FAR, DRE, Real Chute, MechJeb, KER, KIS, KAS, KAX, KCT, etc., (haha, all acronyms that only a KSP moder can understand ). I could not pinpoint exactly what is wrong with RCS Building Aid... Like I said I suspect fuel tweaking. Edited November 12, 2015 by Galenmacil Quote Link to comment Share on other sites More sharing options...
m4v Posted November 13, 2015 Author Share Posted November 13, 2015 This update should fix RCSBA with RealFuels, however Mk4 parts (without RealFuels mod) will continue giving wrong readings. Mk4's GetModuleMass methods return the part's mass instead of zero, so its mass is counted twice by RCSBA (and by EngineerReport as well), KER is unaffected because apparently it ignores all IPartMassModifier implementations except in stock fairings.I don't know if all that mass juggling that RealFuels does is for get both KER and Stock to give correct values or to workaround another issue, but I'm going to stick to Stock way of counting mass.Anyway, I'm releasing with minimal testing, if something else broke and you aren't using RealFuels return to 0.7.2.Version 0.7.3-------------* Add LICENSE file.* FIX: reduce arrow flickering when dragging the vessel.* FIX: RealFuels black magic. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted November 13, 2015 Share Posted November 13, 2015 RealFuels should, by the spec of the IPartMassModifier interface, return the mass delta between the prefab mass and the current part mass (absent resource mass of course). Please tell me if it is not doing so. Quote Link to comment Share on other sites More sharing options...
m4v Posted November 13, 2015 Author Share Posted November 13, 2015 RealFuels should, by the spec of the IPartMassModifier interface, return the mass delta between the prefab mass and the current part mass (absent resource mass of course). Please tell me if it is not doing so.I see, I was not aware of that. Quote Link to comment Share on other sites More sharing options...
SpryFox Posted November 15, 2015 Share Posted November 15, 2015 (edited) I sincerely apologize if this has been asked - I have a feeling it may have been, but I got impatient after umpteen pages.Is there a simple change which could be made to this (absolutely invaluable) mod which would allow viewing these menus / gizmos in-flight? I don't feel the urge to dive headlong into modding ksp just to achieve this, (could I, given the included source?) but darn it would be handy for tuning RCS performance as mass changes. I end up with a lot of last minute - "I dunno, panic?!" - RCS kerfuffles, thanks to the dissociative-disorder camera angles and shifting mass. I try to tune performance in VAB based on how much fuel I think I'll have when I need RCS most, but it's more guesswork than I'd like to admit, and my preference for tiny utility craft gives any com-shift a huge impact.Bit cheaty perhaps depending on your perspective about the realistic technological requisites of a spacefaring people but it would make a welcome addition to the mod, in this fan's humble opinion.@m4v, in any event, a huge personal thank-you for your contribution to the ksp community! Edited November 15, 2015 by SpryFox Quote Link to comment Share on other sites More sharing options...
m4v Posted November 15, 2015 Author Share Posted November 15, 2015 I sincerely apologize if this has been asked - I have a feeling it may have been, but I got impatient after umpteen pages.Is there a simple change which could be made to this (absolutely invaluable) mod which would allow viewing these menus / gizmos in-flight?RCSBA is coded with the assumption that is running in an editor scene, so changing a few lines of code won't get it to work in flight. But you aren't the first to ask for that feature, maybe after the nth request I'll have to comply. Quote Link to comment Share on other sites More sharing options...
SpryFox Posted November 15, 2015 Share Posted November 15, 2015 Thanks for the fast reply! Given how robust the mod support is in ksp, it seemed worth asking. I have enough programming experience to recognize what an amazing job they did exposing so much freedom to modders. And the cynic in me recognizes how effectively they outsourced essential features (like this one) to the fanbase. Quote Link to comment Share on other sites More sharing options...
ThomasJun Posted November 19, 2015 Share Posted November 19, 2015 (edited) Hi, I've been using RCS build Aid very happily to balance my rcs thrusts. Thanks for your efforts :) After I installed new RealFuels v10.8 in KSP 1.0.5, it doesn't show its thrust or torque anymore. Its mass and CoM might be correct. Although I installed lots of mods, it showed correctly before I install the RealFuels. I hope you can check this with this screenshot. Thank you again! [url]http://i.imgur.com/pVsPxTU.png[/url] -- Edited -- When I restarted KSP, It became normal. I'm sorry about this without any logs Anyway thanks for this mod Edited November 20, 2015 by ThomasJun problem sovled Quote Link to comment Share on other sites More sharing options...
m4v Posted November 19, 2015 Author Share Posted November 19, 2015 show me your logs, [URL="http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29"]this thread[/URL] points where they are. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted November 19, 2015 Share Posted November 19, 2015 [quote name='m4v']I don't use RealFuels and I'm not super thrilled in having a look. Eventually I will but don't hold your breath.[/QUOTE] Thank for the update! Quote Link to comment Share on other sites More sharing options...
Captain Planet Posted November 20, 2015 Share Posted November 20, 2015 Is anyone else having problems with the RCS thrust tweakable not applying its changes to the RCS Build Aid UI? Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 20, 2015 Share Posted November 20, 2015 I used 0.7.3 with fresh 1.0.5 and didn't get any Aid at the translation. Quote Link to comment Share on other sites More sharing options...
A_name Posted November 26, 2015 Share Posted November 26, 2015 Will this be on CKAN soon? I really miss it. Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted November 26, 2015 Share Posted November 26, 2015 [quote name='A_name']Will this be on CKAN soon? I really miss it.[/QUOTE] This [B]IS[/B] on CKAN Quote Link to comment Share on other sites More sharing options...
A_name Posted November 26, 2015 Share Posted November 26, 2015 [quote name='Olympic1']This [B]IS[/B] on CKAN[/QUOTE] Oh really? Haven't checked in a couple days but this is great news, thanks! Quote Link to comment Share on other sites More sharing options...
EmperorCookie Posted November 29, 2015 Share Posted November 29, 2015 (edited) I tried both 0.7.2 and 0.7.3 and I get a UI lockup for the Launch and Leave buttons in the VAB / SPH. I made a fresh install of KSP and also have no other mods. Edit: I think I found the problem. I put my mods in a Mods subfolder in GameData, but the settings.cfg file lookup is hardcoded to a specific subfolder within GameData. When I moved the mod back to GameData, everything started behaving like expected. Edited November 29, 2015 by EmperorCookie Quote Link to comment Share on other sites More sharing options...
m4v Posted November 30, 2015 Author Share Posted November 30, 2015 23 hours ago, EmperorCookie said: I tried both 0.7.2 and 0.7.3 and I get a UI lockup for the Launch and Leave buttons in the VAB / SPH. I made a fresh install of KSP and also have no other mods. Edit: I think I found the problem. I put my mods in a Mods subfolder in GameData, but the settings.cfg file lookup is hardcoded to a specific subfolder within GameData. When I moved the mod back to GameData, everything started behaving like expected. You should install all your mods where they are expected to be if you want to avoid that sort of problem. Quote Link to comment Share on other sites More sharing options...
m4v Posted December 2, 2015 Author Share Posted December 2, 2015 Version 0.7.4 ------------- * FIX: gimbal of Vector engine now points the right direction. * FIX: RCS were not working with gimbals if set. * FIX: marker forces were disabled if root part was removed and placed again. Quote Link to comment Share on other sites More sharing options...
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