Mystique Posted August 26, 2016 Share Posted August 26, 2016 15 hours ago, m4v said: RCSBA did at some point but I removed it for save UI space. Placing the DCoM marker inside the CoM marker is good enough for zeroing their distance. Reducing the size of the markers will help. Yes, but balancing using exact numbers (and seeing how they change while you move a part) really feels more convenient Maybe it'll work as an optional UI feature? Quote Link to comment Share on other sites More sharing options...
m4v Posted August 27, 2016 Author Share Posted August 27, 2016 (edited) "exact numbers" is an expression that gets thrown around a lot without thinking about the situations were they are valid or their objective usefulness. All numbers in RCSBA are only exact so long the engines are off, and unless you're burning for minutes without SAS, 0.0001 or 0.1 won't make any difference. Zeroing the relative positions of the center of masses with the visual aids is enough, if you want to convince me otherwise I need an user case where that number is needed. Edited August 27, 2016 by m4v Quote Link to comment Share on other sites More sharing options...
Jacke Posted August 28, 2016 Share Posted August 28, 2016 8 hours ago, m4v said: "exact numbers" is an expression that gets thrown around a lot without thinking about the situations were they are valid or their objective usefulness. All numbers in RCSBA are only exact so long the engines are off, and unless you're burning for minutes without SAS, 0.0001 or 0.1 won't make any difference. Zeroing the relative positions of the center of masses with the visual aids is enough, if you want to convince me otherwise I need an user case where that number is needed. You're right about active control. I'm well aware that without context, numbers can be very easily deceiving. I'm unaware how much a given value of torque is going to affect a design unless I start delving into external analysis. And without an idea of the moment of inertia, that won't get far. But the offset between the different CoM from fully wet to fully dry is a distance that we can easily imagine. And for maneuvering at some random value between them, making that CoM difference small enough is very helpful to tune a design to remove coupling between orientation and lateral movement while doing things like near rendezvous. Especially when monopropellant is tight. I'd like you to restore the offset display if you can do so in keeping with your other goals for RCS Build Aid. Quote Link to comment Share on other sites More sharing options...
dave38x Posted September 3, 2016 Share Posted September 3, 2016 Just downloaded this, I love it! One criticism though - if you're building a mono-prop powered vehicle (for minimal part count/faff) using RLA Stockalike engines, RCS Build Aid cannot run COM/DCOM difference calculations based on there being no monoprop left, you have to manually drain the tanks to do so. Are you able to implement DCOM including empty monoprop tanks in a future release? Quote Link to comment Share on other sites More sharing options...
blowfish Posted September 3, 2016 Share Posted September 3, 2016 @dave38x you can adjust which resources RCS build aid uses for dry/wet CoM in the GUI. I don't have it in front of me so I can't tell you exactly where it is but it should be pretty easy to fond Quote Link to comment Share on other sites More sharing options...
dave38x Posted September 4, 2016 Share Posted September 4, 2016 Sweet - must have missed that one! Cheers Quote Link to comment Share on other sites More sharing options...
SleweD Posted September 26, 2016 Share Posted September 26, 2016 Hello, I know requests for prerelease updates may be frowned upon, but I'm finding super hard to handle this game without your mod, is there a testing version for 1.2pre yet? Downgrading to 1.1.3 for testing doesn't work because the fuel flow is now completely different, so the mod doesn't account for surface attach without fuel lines. Quote Link to comment Share on other sites More sharing options...
m4v Posted September 26, 2016 Author Share Posted September 26, 2016 @SleweD1.2pre is probably going to be over soon, so I feel that making a testing version this late is just a waste of time. Just wait. Quote Link to comment Share on other sites More sharing options...
Cakeofruit Posted September 26, 2016 Share Posted September 26, 2016 Your mod is awesome, i manage to balance shuttle that go in orbit first try with your mod ! I'm glad you have already a update in your hood. Thank you ! you made my day Quote Link to comment Share on other sites More sharing options...
m4v Posted October 12, 2016 Author Share Posted October 12, 2016 update Version 0.9 ------------- * Update for KSP 1.2 Known Issues: the plugin's button shows in scenes it shouldn't, didn't have the time to fix it. Blizzy's Toolbar isn't supported in this version. Quote Link to comment Share on other sites More sharing options...
fourfa Posted October 12, 2016 Share Posted October 12, 2016 yay yay yay! I've missed it so much Quote Link to comment Share on other sites More sharing options...
kcs123 Posted October 12, 2016 Share Posted October 12, 2016 Thanks @m4v for update, RCS build aid is one of essential mods for my playtrough. Don't know if you noticed, but @nightingale have posted some info about toolbar. It seems you just need to add additional piece of code and it will work again. Can't help you more with that, other than forwarding info about it. Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted October 12, 2016 Share Posted October 12, 2016 22 minutes ago, kcs123 said: Thanks @m4v for update, RCS build aid is one of essential mods for my playtrough. Don't know if you noticed, but @nightingale have posted some info about toolbar. It seems you just need to add additional piece of code and it will work again. Can't help you more with that, other than forwarding info about it. I'm not sure if that is correct. I think nightingale found a bug while working on Contract Configurator that required a change to the toolbar wrapper. I think toolbar still needs to be updated for 1.2 though. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted October 12, 2016 Share Posted October 12, 2016 If I understand properly, until toolbar is properly updated you can use that few lines of code from provided link to make everything work again. It seems that all you need to use that additional piece of code in any mod that want to continue to use toolbar. But I didn't investigate deeper whole story, just forwarding info about it. Quote Link to comment Share on other sites More sharing options...
m4v Posted October 12, 2016 Author Share Posted October 12, 2016 @kcs123Thanks, I don't use the wrapper so that shouldn't be an issue. I just didn't include toolbar support because it wasn't updated for 1.2. I did a quick test with the latest version and because it wasn't working I just assumed that the toolbar needed to be updated. When I get some time I will look into it better. Quote Link to comment Share on other sites More sharing options...
Raideur Ng Posted October 13, 2016 Share Posted October 13, 2016 I have to admit, it is embarrassing how inept I am at designing spaceplanes without this mod. Defueling and refueling after each tweak is horrible. Thanks. Quote Link to comment Share on other sites More sharing options...
DStaal Posted October 13, 2016 Share Posted October 13, 2016 I'll miss Blizzy's toolbar support (if it's permanently gone) but glad to know this is still around. Quote Link to comment Share on other sites More sharing options...
tomf Posted October 14, 2016 Share Posted October 14, 2016 Has anyone ever asked if you would consider putting in a center of buoyancy marker and a display of net weight when immersed in water? I have occasionally tried to design submarines using mod parts with high densities and found it really difficult to design something that is close to neutral and doesn't continually want to flip over because the buoyancy and mass are misaligned. Quote Link to comment Share on other sites More sharing options...
Torih Posted October 14, 2016 Share Posted October 14, 2016 Thanks for the update, got a slight issues with the stock icon as its showing on all screens (inc the load menu) On a sidenote hopefully Blizzy comes back to update the toolbar Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted October 18, 2016 Share Posted October 18, 2016 Confirming @Torih and others' observations; I too see this mod (and HyperEdit) being shown on the toolbar in the main menu screen. Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 18, 2016 Share Posted October 18, 2016 @m4v I had a similar issue with my buttons and @DMagic was able to provide a work around. Not sure if it is the same issue or not, but the visibleScenes parameter appears to be bugged so you just have to destroy your button every time a scene changes to where it shouldn't be and then recreate it again later. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 19, 2016 Share Posted October 19, 2016 (edited) 3 hours ago, Alshain said: @m4v I had a similar issue with my buttons and @DMagic was able to provide a work around. Not sure if it is the same issue or not, but the visibleScenes parameter appears to be bugged so you just have to destroy your button every time a scene changes to where it shouldn't be and then recreate it again later. paging @Ezriilc for the button issue ^^ Edited October 19, 2016 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
Ezriilc Posted October 19, 2016 Share Posted October 19, 2016 14 hours ago, Drew Kerman said: paging @Ezriilc for the button issue ^^ Thank you! I will look into implementing this in HyperEdit, but since it's really not a problem, I'll likely wait until the next KSP version update. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 19, 2016 Share Posted October 19, 2016 2 hours ago, Ezriilc said: Thank you! I will look into implementing this in HyperEdit, but since it's really not a problem, I'll likely wait until the next KSP version update. might be worth fixing next time you have a more pressing reason to dig into the HyperEdit code, just to save you from having to deal with ppl paging you about it. I'd say also add it to the OP as a Known Issue. maybe someone will read it Quote Link to comment Share on other sites More sharing options...
Ezriilc Posted October 19, 2016 Share Posted October 19, 2016 Just now, Drew Kerman said: might be worth fixing next time you have a more pressing reason to dig into the HyperEdit code, just to save you from having to deal with ppl paging you about it. I'd say also add it to the OP as a Known Issue. maybe someone will read it Actually, rather than a "known issue", I'm gonna label this a non-issue, as it has zero impact on game play and HyperEdit functionality. Quote Link to comment Share on other sites More sharing options...
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