dtobi Posted January 4, 2014 Share Posted January 4, 2014 Can you change fuel flow braker dimensions 1, 1.5, 2, 3.25m -> 0.625, 1.25, 2.5, 3.75, 5m ?The text was wrong but the dimensions were OK. It should be OK now (fixed the text). Link to comment Share on other sites More sharing options...
Nereid Posted January 5, 2014 Share Posted January 5, 2014 Nice job. I have a suggestion: Add parts that trigger an action group when a given stage is activated. An optional delay would be nice too. Link to comment Share on other sites More sharing options...
Andersenman Posted January 5, 2014 Share Posted January 5, 2014 (edited) Add parts that trigger an action group when a given stage is activated. An optional delay would be nice too.Funny enough, that was the "accidental" functionality of the Timer in the first release: Slap it onto the stage of choice and it fires the AG when the stage is activated. The problem was that you couldn't use it for delayed chute deployment, so this "feature" was "fixed". Granted, it is a rather specific application. Edited January 5, 2014 by Andersenman Link to comment Share on other sites More sharing options...
Skinkins Posted January 5, 2014 Share Posted January 5, 2014 I have Deadly Re-entry and FAR installed, and look what happened to the demo craft at 7000 m ~800 m/s :But i can guess how it was supposed to work Graet mod! Really helps with complex staging! Link to comment Share on other sites More sharing options...
dtobi Posted January 5, 2014 Share Posted January 5, 2014 Funny enough, that was the "accidental" functionality of the Timer in the first release: Slap it onto the stage of choice and it fires the AG when the stage is activated. The problem was that you couldn't use it for delayed chute deployment, so this "feature" was "fixed". Granted, it is a rather specific application.I tried to implement staging but I had to delay it because it wasn't right for some reason. When I removed the feature I broke the timer (that was the bug that Andersenman noticed).My problem was that I could put a staging icon to the staging bar but it stayed even when the part was removed. I need to figure out how it works. Then I can put the feature back. Link to comment Share on other sites More sharing options...
dtobi Posted January 5, 2014 Share Posted January 5, 2014 I have Deadly Re-entry and FAR installed, and look what happened to the demo craft at 7000 m ~800 m/s :http://s27.postimg.org/72nudj79d/burn.gifBut i can guess how it was supposed to work Graet mod! Really helps with complex staging! There is a link or a picture missing. Link to comment Share on other sites More sharing options...
Nereid Posted January 6, 2014 Share Posted January 6, 2014 Are the radio remote controllers broken? I cant get them to work. No context menu, no function on eva. So how do they operate? Link to comment Share on other sites More sharing options...
dtobi Posted January 6, 2014 Share Posted January 6, 2014 Is there a context menu in the editor or no context menu at all? Are you using SSE as well, maybe an older version? If yes, you have to replace the KM_Lib in the Plugin directory with a newer one? Link to comment Share on other sites More sharing options...
Nereid Posted January 6, 2014 Share Posted January 6, 2014 (edited) Is there a context menu in the editor or no context menu at all? Are you using SSE as well, maybe an older version? If yes, you have to replace the KM_Lib in the Plugin directory with a newer one?No context menu. Not in the VAB not in launch/flight. Maybe its me, maybe bacause its late but: what is SSE? Your shuttle engines? Then yes, I'm using them.PS: ah, ok, didn't updated the SSE (space shuttle engines). Just trying it with the updated version.PS^2: ok, its working now and very cool Edited January 6, 2014 by Nereid Link to comment Share on other sites More sharing options...
Andersenman Posted January 6, 2014 Share Posted January 6, 2014 I need to figure out how it works. Then I can put the feature back.All good! Easy does it! Link to comment Share on other sites More sharing options...
dtobi Posted January 6, 2014 Share Posted January 6, 2014 There is a new update.V0.2.1 Smart Parts Update and New Example Craft* Added example craft for smart parts* Minor fixes for smart parts* Optimized altimeter scale* Made fuel detector more robust against remaining fuel in empty tanks* New KM_Lib.dllPlease note the showcase video in the first post! Link to comment Share on other sites More sharing options...
JeffreyCor Posted January 7, 2014 Share Posted January 7, 2014 This is a great idea!! very nicely made parts too. Link to comment Share on other sites More sharing options...
Cabin2N Posted January 8, 2014 Share Posted January 8, 2014 Stumbled across this mod and had to install it. I'm trying to automate my landing gear and would like to be able to have an action for the altimeters (or others) to enable and disable them. i.e. When i get under 80m activate action group 1 (lower gears), gears deploy; the altimeter becomes disabled. When I take off again and pass over 100m activate group 2 (raise gears and reenable the first altimeter). That could lead to some cool automation. Link to comment Share on other sites More sharing options...
B787_300 Posted January 9, 2014 Share Posted January 9, 2014 Thanks for making this great mod Link to comment Share on other sites More sharing options...
Mokmo Posted January 13, 2014 Share Posted January 13, 2014 (edited) This looks like a great little tool, will try it tonight. Is there a part for "alt high" ? I am looking for somethnig that could extend my solar panels once i'm high enough that they don,t break (and i don't forget them like i almost always do).EDIT: The video told me all i wanted to know SOLD! Edited January 13, 2014 by Mokmo Link to comment Share on other sites More sharing options...
dtobi Posted January 16, 2014 Share Posted January 16, 2014 Stumbled across this mod and had to install it. I'm trying to automate my landing gear and would like to be able to have an action for the altimeters (or others) to enable and disable them. i.e. When i get under 80m activate action group 1 (lower gears), gears deploy; the altimeter becomes disabled. When I take off again and pass over 100m activate group 2 (raise gears and reenable the first altimeter). That could lead to some cool automation.It'll be included in the next update. Link to comment Share on other sites More sharing options...
NathanKell Posted January 16, 2014 Share Posted January 16, 2014 dtobi: I'll see what I can do. But just looking at the code, I'm wondering if it's because some engines' gimbal axes are rotated (like +x is actually -x, and +z is -z, i.e. gimbal tranform is rotated 180d around y); that would make sense since I also had that issue when I had my verniers flipped 180 degrees. Link to comment Share on other sites More sharing options...
dtobi Posted January 16, 2014 Share Posted January 16, 2014 (edited) dtobi: I'll see what I can do. But just looking at the code, I'm wondering if it's because some engines' gimbal axes are rotated (like +x is actually -x, and +z is -z, i.e. gimbal tranform is rotated 180d around y); that would make sense since I also had that issue when I had my verniers flipped 180 degrees.Some of the flipping in the code is to make goddard style rockets work. I can't even imagine what your ship looks like. Maybe in some configuration it doesn't work but I haven't been able to create a rocket where it was flipped.And thanks for your effort! Edited January 16, 2014 by dtobi Link to comment Share on other sites More sharing options...
NathanKell Posted January 16, 2014 Share Posted January 16, 2014 Nonono, it's not that. It's that *in the mu* some of the transforms are probably rotated. Or at least that's my guess. All the Squad models behave as you'd expect, but some mods may not have their gimbal transforms oriented as you expect. Link to comment Share on other sites More sharing options...
NathanKell Posted January 16, 2014 Share Posted January 16, 2014 Heh, just realized I replied to this thread rather than Shuttle Engines. Oops. Sorry.Anyway, confirmed: it's that you can't rely on the the gimbal transform's own axes, because they might be flipped (as they are, e.g., on the K-2X). You have to use the *vessel's* left/right/forward/back axes (and invert when on opposite sides of CoM, as you realize) when determining how to rotate the gimbal. Link to comment Share on other sites More sharing options...
dtobi Posted January 17, 2014 Share Posted January 17, 2014 Heh, just realized I replied to this thread rather than Shuttle Engines. Oops. Sorry.Anyway, confirmed: it's that you can't rely on the the gimbal transform's own axes, because they might be flipped (as they are, e.g., on the K-2X). You have to use the *vessel's* left/right/forward/back axes (and invert when on opposite sides of CoM, as you realize) when determining how to rotate the gimbal.I do exactly that. The KM_Gimbal calculates the contribution of a change of the local xy axis to the change of the vessel's up and right axis. You can attach the engine with any rotation. It is a complex thing so there may be cornercases that are problematic. However I've tested quite many configurations including rotated, asymmetric, inclined, clustered, and Goddard style configurations and all worked as expected. The CoM plays an important role, too. If you have your engine above the CoM the pitch and yaw controls must be flipped. Likewise, the roll direction must be flipped if the engine is right or left of the CoM. If you have a ship with a CoM that moves so that the CoM changes from above the engine to below the engine, the controls of the engine must be flipped, too. Otherwise the craft will not react to the yaw and pitch commands properly. Could at least send a picture or video of the craft and problem? That would be great. Link to comment Share on other sites More sharing options...
NathanKell Posted January 17, 2014 Share Posted January 17, 2014 Oh, ok. Then I'm mystified.Download Novapunch and only add the K-2X part (in Engines). See if the gimbal is reversed for you too. Just in case, also use it as an upper stage engine, such that the center of mass starts below the engine and only moves above it during first stage burn.If not, I must be breaking something somewhere...For a screenshot:The K-2X is hidden inside the interstage fairing (the inward-cuving procedural fairing 2/3rds of the way up) Link to comment Share on other sites More sharing options...
Elvaron Posted January 17, 2014 Share Posted January 17, 2014 Any chance you can add a scale setting between Metre and Kilometre for the Altimeter? 100m (max Metre setting) is a bit low for parachutes while 4km (min Kilometre setting) is a bit high.Maybe scales: Metre Decametre (steps of 10m) Hektometre (steps of 100m) Kilometre (steps of 1000m), or just a textfield that allows #meters input? Link to comment Share on other sites More sharing options...
JeffreyCor Posted January 17, 2014 Share Posted January 17, 2014 I've found the flameout detectors don't seem to work with Osprey Propulsion Technologies Afterburner engines. Stock jets do work fine though. Link to comment Share on other sites More sharing options...
dtobi Posted January 17, 2014 Share Posted January 17, 2014 Oh, ok. Then I'm mystified.Download Novapunch and only add the K-2X part (in Engines). See if the gimbal is reversed for you too. Just in case, also use it as an upper stage engine, such that the center of mass starts below the engine and only moves above it during first stage burn.If not, I must be breaking something somewhere...For a screenshot:http://i.imgur.com/A4AVCSWl.pngThe K-2X is hidden inside the interstage fairing (the inward-cuving procedural fairing 2/3rds of the way up)You were right. I also think it is in the mu. I added an option to invert the gimbal in the config file:MODULE{ name = KM_Gimbal gimbalTransformName = Engine_Nozzel debug = true yawGimbalRange = 5 pitchGimbalRange = 5 invertPitch = true invertYaw = true invertRoll = false}It will be in the next release of the space shuttle engines pack. If you want an early release, I can send you the dll. Link to comment Share on other sites More sharing options...
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